Synchronization and offset of vsync between peer-to-peer gaming devices

ABSTRACT

A method is disclosed including setting, at a plurality of devices, a plurality of VSYNC signals to a plurality of VSYNC frequencies, wherein a corresponding device VSYNC signal of a corresponding device is set to a corresponding device VSYNC frequency. The method including sending a plurality of signals between the plurality of devices, which are analyzed and used to adjust the relative timing between corresponding device VSYNC signals of at least two devices.

CLAIM OF PRIORITY

This application is a continuation of and claims priority to and thebenefit of commonly owned, patent application U.S. Ser. No. 16/696,214,filed on Nov. 26, 2019, Attorney Docket No. SONYP401C, entitled“Synchronization And Offset Of VSYNC Between Gaming Devices”; whichclaims priority to and the benefit of U.S. Provisional App. Ser. No.62/909,118 filed on Oct. 1, 2019, Attorney Docket No. SONYP401A+,entitled “Synchronization And Offset Of VSYNC Between Cloud GamingServer and Client,” all of which are incorporated herein by reference intheir entireties for all purposes. The Ser. No. 16/696,214 applicationclaims priority to and the benefit of U.S. Provisional App. Ser. No.62/909,132 filed on Oct. 1, 2019, Attorney Docket No. SONYP401B+,entitled “Dynamic Client Buffering And Usage Of Received Video FramesFor Cloud Gaming,” the disclosure of which is incorporated herein byreference in its entirety for all purposes. The Ser. No. 16/696,214application claims priority to and the benefit of U.S. Provisional App.Ser. No. 62/909,142 filed on Oct. 1, 2019, Attorney Docket No.SONYP401C+, entitled “Synchronization And Offset Of VSYNC Between GamingDevices,” the disclosure of which is incorporated herein by reference inits entirety for all purposes. The Ser. No. 16/696,214 applicationclaims priority to and the benefit of U.S. Provisional App. Ser. No.62/909,152 filed on Oct. 1, 2019, Attorney Docket No. SONYP401D+,entitled “Reducing Latency In Cloud Gaming Applications By OverlappingReception and Decoding Of Video Frames And Their Display,” thedisclosure of which is incorporated herein by reference in its entiretyfor all purposes.

TECHNICAL FIELD

The present disclosure is related to streaming systems configured forstreaming content across a network, and more specifically tosynchronizing vertical synchronization (VSYNC) signals between a cloudgaming server and a client for reducing latency between the cloud gamingserver and the client.

BACKGROUND OF THE DISCLOSURE

In recent years there has been a continual push for online services thatallow for online or cloud gaming in a streaming format between a cloudgaming server and a client connected through a network. The streamingformat has increasingly become more popular because of the availabilityof game titles on demand, the ability to network between players formulti-player gaming, sharing of assets between players, sharing ofinstant experiences between players and/or spectators, allowing friendsto watch a friend play a video game, having a friend join the on-goinggame play of a friend, and the like. Unfortunately, the demand is alsopushing up against limits of the capabilities of network connections andthe processing performed at the server and the client that is responsiveenough to render high quality images as delivered to the client. Forexample, results of all gaming activities that are performed on theserver need to be compressed and transmitted back to the client at lowmillisecond latency for the best user experience. Round-trip latency maybe defined as the overall time between the user's controller input andthe display of the video frames at the client; it may include processingand transmission of the control information from controller to client,processing and transmission of the control information from client toserver, usage of that input at the server to generate a video frameresponsive to the input, processing and transfer of the video frame tothe encoding unit (e.g. scan-out), encode of the video frame,transmission of the encoded video frame back to the client, receptionand decoding of the video frame, and any processing or staging of thevideo frame prior to its display. One-way latency may be defined asbeing the part of the round-trip latency consisting of the time frombeginning of transfer of the video frame to the encoding unit (e.g.scan-out) at the server to the beginning of display of video frame atthe client. A portion of the round-trip and one-way latency isassociated with time taken for the data streams to be sent from clientto server and server to client over a communications network. Anotherportion is associated with processing at client and server; improvementsin these operations, such as advanced strategies related to framedecoding and display, can result in substantially reduced round-trip andone-way latency between the server and the client and provide a higherquality experience to users of cloud gaming services.

It is in this context that embodiments of the disclosure arise.

SUMMARY

Embodiments of the present disclosure relate to streaming systemsconfigured for streaming content (e.g., gaming) across a network, andmore specifically to synchronizing VSYNC signals between a cloud gamingserver and a client for purposes of reducing latency between the cloudgaming server and the client. In the context of this patent,“synchronize” should be taken to mean tuning the signals so that theirfrequencies match, but phase may differ; “offset” should be taken tomean the time delay between the signals, e.g. the time between when onesignal reaches its maximum and the other signal reaches its maximum.

Embodiments of the present disclosure disclose a method. The methodincluding setting, at a server, a server VSYNC signal to a server VSYNCfrequency, the server VSYNC signal corresponding to generation of aplurality of video frames at the server during a plurality of frameperiods for the server VSYNC frequency. The method including setting, ata client, a client VSYNC signal to a client VSYNC frequency. The methodincluding sending a plurality of compressed video frames based on theplurality of video frames from the server to the client over a networkusing the server VSYNC signal. The method including decoding anddisplaying, at the client, the plurality of compressed video frames. Themethod including as the client receives the plurality of compressedvideo frames, analyzing the timing of one or more client operations toadjust the relative timing between the server VSYNC signal and theclient VSYNC signal.

Other embodiments of the present disclosure disclose a method. Themethod including generating a plurality of video frames at the serverduring a plurality of frame periods where the frame periods areapproximately equal in size. The method including setting, at a client,a client VSYNC signal to a client VSYNC frequency. The method includingsending a plurality of compressed video frames based on the plurality ofvideo frames from the server to the client. The method includingdecoding and displaying, at the client, the plurality of compressedvideo frames. The method including as the client receives the pluralityof compressed video frames, analyzing the timing of one or more clientoperations to adjust the relative timing of the client VSYNC signal andthe generation of the plurality of compressed video frames at theserver.

Other embodiments of the present disclosure disclose a non-transitorycomputer-readable medium storing a computer program for performing amethod. The computer-readable medium including program instructions forsetting, at a server, a server VSYNC signal to a server VSYNC frequency,the server VSYNC signal corresponding to generation of a plurality ofvideo frames at the server during a plurality of frame periods for theserver VSYNC frequency. The computer-readable medium including programinstructions for setting, at a client, a client VSYNC signal to a clientVSYNC frequency. The computer-readable medium including programinstructions for sending a plurality of compressed video frames based onthe plurality of video frames from the server to the client over anetwork using the server VSYNC signal. The computer-readable mediumincluding program instructions for decoding and displaying, at theclient, the plurality of compressed video frames. The computer-readablemedium including program instructions for analyzing the timing of one ormore client operations to adjust the relative timing between the serverVSYNC signal and the client VSYNC signal, as the client receives theplurality of compressed video frames.

Other embodiments of the present disclosure disclose a computer systemthat includes a processor, and memory coupled to the processor andhaving stored therein instructions that, if executed by the computersystem, cause the computer system to execute a method. The methodincluding setting, at a server, a server VSYNC signal to a server VSYNCfrequency, the server VSYNC signal corresponding to generation of aplurality of video frames at the server during a plurality of frameperiods for the server VSYNC frequency. The method including setting, ata client, a client VSYNC signal to a client VSYNC frequency. The methodincluding sending a plurality of compressed video frames based on theplurality of video frames from the server to the client over a networkusing the server VSYNC signal. The method including decoding anddisplaying, at the client, the plurality of compressed video frames. Themethod including as the client receives the plurality of compressedvideo frames, analyzing the timing of one or more client operations toadjust the relative timing between the server VSYNC signal and theclient VSYNC signal.

Other embodiments of the present disclosure disclose another method. Themethod including setting, at a server, a server VSYNC signal to a serverVSYNC frequency defining a plurality of frame periods, the server VSYNCsignal corresponding to generation of a plurality of video frames at theserver during the plurality of frame periods. The method includingsetting, at a client, a client VSYNC signal to a client VSYNC frequency.The method including sending a plurality of compressed video framesbased on the plurality of video frames from the server to the clientover a network using the server VSYNC signal. The method includingdecoding and displaying, at the client, the plurality of compressedvideo frames. The method including as the client receives the pluralityof compressed video frames, analyzing the timing of one or more clientoperations to set the amount of frame buffering used by the client.

Other embodiments of the present disclosure disclose a non-transitorycomputer-readable medium storing a computer program for performing amethod. The computer-readable medium including program instructions forsetting, at a server, a server VSYNC signal to a server VSYNC frequencydefining a plurality of frame periods, the server VSYNC signalcorresponding to generation of a plurality of video frames at the serverduring the plurality of frame periods. The computer-readable mediumincluding program instructions for setting, at a client, a client VSYNCsignal to a client VSYNC frequency. The computer-readable mediumincluding program instructions for sending a plurality of compressedvideo frames based on the plurality of video frames from the server tothe client over a network using the server VSYNC signal. Thecomputer-readable medium including program instructions for decoding anddisplaying, at the client, the plurality of compressed video frames. Thecomputer-readable medium including program instructions for analyzingthe timing of one or more client operations to set the amount of framebuffering used by the client, as the client receives the plurality ofcompressed video frames.

Other embodiments of the present disclosure disclose a computer systemthat includes a processor, and memory coupled to the processor andhaving stored therein instructions that, if executed by the computersystem, cause the computer system to execute a method. The methodincluding setting, at a server, a server VSYNC signal to a server VSYNCfrequency defining a plurality of frame periods, the server VSYNC signalcorresponding to generation of a plurality of video frames at the serverduring the plurality of frame periods. The method including setting, ata client, a client VSYNC signal to a client VSYNC frequency. The methodincluding sending a plurality of compressed video frames based on theplurality of video frames from the server to the client over a networkusing the server VSYNC signal. The method including decoding anddisplaying, at the client, the plurality of compressed video frames. Themethod including as the client receives the plurality of compressedvideo frames, analyzing the timing of one or more client operations toset the amount of frame buffering used by the client.

Other embodiments of the present disclosure disclose another method. Themethod including setting, at a plurality of devices, a plurality ofVSYNC signals to a plurality of VSYNC frequencies, wherein acorresponding device VSYNC signal of a corresponding device is set to acorresponding device VSYNC frequency. The method including sending aplurality of signals between the plurality of devices, which areanalyzed and used to adjust the relative timing between correspondingdevice VSYNC signals of at least two devices.

Other embodiments of the present disclosure disclose a non-transitorycomputer-readable medium storing a computer program for performing amethod. The computer-readable medium including program instructions forsetting, at a plurality of devices, a plurality of VSYNC signals to aplurality of VSYNC frequencies, wherein a corresponding device VSYNCsignal of a corresponding device is set to a corresponding device VSYNCfrequency. The computer-readable medium including program instructionsfor sending a plurality of signals between the plurality of devices,which are analyzed and used to adjust the relative timing betweencorresponding device VSYNC signals of at least two devices.

Other embodiments of the present disclosure disclose a computer systemthat includes a processor, and memory coupled to the processor andhaving stored therein instructions that, if executed by the computersystem, cause the computer system to execute a method. The methodincluding setting, at a plurality of devices, a plurality of VSYNCsignals to a plurality of VSYNC frequencies, wherein a correspondingdevice VSYNC signal of a corresponding device is set to a correspondingdevice VSYNC frequency. The method including sending a plurality ofsignals between the plurality of devices, which are analyzed and used toadjust the relative timing between corresponding device VSYNC signals ofat least two devices.

Other embodiments of the present disclosure disclose another method. Themethod including receiving an encoded video frame at a client, wherein aserver executes an application to generate a rendered video frame whichis then encoded at an encoder at the server as the encoded video frame,wherein the encoded video frame includes one or more encoded slices thatare compressed. The method including decoding the one or more encodedslices at a decoder of the client to generate one or more decodedslices. The method including rendering the one or more decoded slicesfor display at the client. The method including begin displaying the oneor more decoded slices that are rendered before fully receiving the oneor more encoded slices at the client.

Other embodiments of the present disclosure disclose a non-transitorycomputer-readable medium storing a computer program for performing amethod. The computer-readable medium including program instructions forreceiving an encoded video frame at a client, wherein a server executesan application to generate a rendered video frame which is then encodedat an encoder at the server as the encoded video frame, wherein theencoded video frame includes one or more encoded slices that arecompressed. The computer-readable medium including program instructionsfor decoding the one or more encoded slices at a decoder of the clientto generate one or more decoded slices. The computer-readable mediumincluding program instructions for rendering the one or more decodedslices for display at the client. The computer-readable medium includingprogram instructions to begin displaying the one or more decoded slicesthat are rendered before fully receiving the one or more encoded slicesat the client.

Other embodiments of the present disclosure disclose a computer systemthat includes a processor, and memory coupled to the processor andhaving stored therein instructions that, if executed by the computersystem, cause the computer system to execute a method. The methodincluding receiving an encoded video frame at a client, wherein a serverexecutes an application to generate a rendered video frame which is thenencoded at an encoder at the server as the encoded video frame, whereinthe encoded video frame includes one or more encoded slices that arecompressed. The method including decoding the one or more encoded slicesat a decoder of the client to generate one or more decoded slices. Themethod including rendering the one or more decoded slices for display atthe client. The method including begin displaying the one or moredecoded slices that are rendered before fully receiving the one or moreencoded slices at the client.

Other aspects of the disclosure will become apparent from the followingdetailed description, taken in conjunction with the accompanyingdrawings, illustrating by way of example the principles of thedisclosure.

BRIEF DESCRIPTION OF THE DRAWINGS

The disclosure may best be understood by reference to the followingdescription taken in conjunction with the accompanying drawings inwhich:

FIG. 1A is a diagram of a VSYNC signal at the beginning of a frameperiod, in accordance with one embodiment of the present disclosure.

FIG. 1B is a diagram of the frequency of a VSYNC signal, in accordancewith one embodiment of the present disclosure.

FIG. 2A is a diagram of a system for providing gaming over a networkbetween one or more cloud gaming servers, and one or more clientdevices, in various configurations, wherein VSYNC signals can besynchronized and offset to reduce one-way latency, in accordance withone embodiment of the present disclosure.

FIG. 2B is a diagram for providing gaming between two or more peerdevices, wherein VSYNC signals can be synchronized and offset to achieveoptimal timing of receipt of controller and other information betweenthe devices, in accordance with one embodiment of the presentdisclosure.

FIG. 2C illustrates various network configurations that benefit fromproper synchronization and offsetting of VSYNC signals between a sourcedevice and a target device, in accordance with one embodiment of thepresent disclosure.

FIG. 2D illustrates a multi-tenancy configuration between a cloud gamingserver and multiple clients that benefit from proper synchronization andoffsetting of VSYNC signals between a source device and a target device,in accordance with one embodiment of the present disclosure.

FIG. 3 illustrates the variation in one-way latency between a cloudgaming server and a client due to clock drift when streaming videoframes generated from a video game executing on the server, inaccordance with one embodiment of the present disclosure.

FIG. 4 illustrates a network configuration including a cloud gamingserver and a client when streaming video frames generated from a videogame executing on the server, the VSYNC signals between the server andthe client being synchronized and offset to allow for overlapping ofoperations at the server and client, and to reduce one-way latencybetween the server and the client, in accordance with one embodiment ofthe disclosure.

FIG. 5A is a diagram illustrating possible variations in the timing ofthe completion of the decode by the client relative to the desireddisplay time as specified by the server, due to drift between therespective clocks at the cloud gaming server and a client, as well asvariation in the time taken by client and server operations and networklatency, in accordance with one embodiment of the present disclosure.

FIG. 5B includes histograms illustrating the timing of the completion ofdecode by the client relative to the desired display time as specifiedby the server, and shows an increase in the measured decode times insubsequent histograms due to drift between the respective clocks at thecloud gaming server and a client, in accordance with one embodiment ofthe present disclosure.

FIG. 5C includes histograms illustrating the timing of the completion ofdecode by the client relative to the desired display time as specifiedby the server, and shows consistent measurements of decode times insubsequent histograms after compensating for the measured drift betweenthe respective clocks at the cloud gaming server and a client, inaccordance with one embodiment of the present disclosure.

FIG. 6A is a flow diagram illustrating a method for tuning VSYNC signalsbetween a cloud gaming server and a client for purposes of reducingone-way latency, in accordance with one embodiment of the presentdisclosure.

FIG. 6B is a flow diagram illustrating a method for aligning VSYNCsignals when performing tuning of the VSYNC signals between a cloudgaming server and a client for purposes of reducing one-way latency,including the building of a histogram providing the distribution oftiming of the completion of decode by the client relative to the desireddisplay time as specified by the server, the histogram configured fordetermining an adjustment to the offset between VSYNC signals at theserver and client, the histogram also configured for determining a driftbetween the server VSYNC signal and the client VSYNC signal, inaccordance with one embodiment of the present disclosure.

FIG. 6C is a flow diagram illustrating another method for synchronizingVSYNC signals when performing tuning of the VSYNC signals between acloud gaming server and a client for purposes of reducing one-waylatency, in accordance with one embodiment of the present disclosure.

FIG. 7 is a flow diagram illustrating a method for tuning a client VSYNCsignal in relation to the generation of compressed video frames at aserver, wherein video frames are generated during similarly sized frameperiods, in accordance with one embodiment of the present disclosure.

FIG. 8A is a diagram illustrating the building of a histogram providingthe distribution of timing of the completion of the decode by the clientrelative to the desired display time as specified by the server, thehistogram configured for determining an adjustment to the offset betweenVSYNC signals at the server and client, in accordance with oneembodiment of the present disclosure.

FIG. 8B is a diagram of a histogram providing the distribution of timingof the completion of the decode by the client relative to the desireddisplay time as specified by the server, the histogram configured fordetermining an adjustment to the offset between VSYNC signals at theserver and client, in accordance with one embodiment of the presentdisclosure.

FIG. 9 is a flow diagram illustrating a method for building of ahistogram providing the distribution of timing of the completion of thedecode by the client relative to the desired display time as specifiedby the server, the histogram configured for determining the requiredamount of buffering of decoded video frames at the client.

FIG. 10 is a flow diagram illustrating a method for adjusting therelative timing between VSYNC signals between two or more devices, inaccordance with one embodiment of the present disclosure.

FIG. 11A illustrates the overlapping of receiving, decoding, and therendering of decompressed video frames for display at a client, inaccordance with one embodiment of the present disclosure.

FIG. 11B is a flow diagram illustrating a method of cloud gaming whereinencoded frames are received at a client from a server and decoded andrendered for display, wherein the decoding and displaying of a videoframe may be overlapped for purposes of reducing one-way latency, inaccordance with one embodiment of the present disclosure.

FIG. 12 illustrates components of an example device that can be used toperform aspects of the various embodiments of the present disclosure.

DETAILED DESCRIPTION

Although the following detailed description contains many specificdetails for the purposes of illustration, anyone of ordinary skill inthe art will appreciate that many variations and alterations to thefollowing details are within the scope of the present disclosure.Accordingly, the aspects of the present disclosure described below areset forth without any loss of generality to, and without imposinglimitations upon, the claims that follow this description.

Generally speaking, the various embodiments of the present disclosuredescribe methods and systems configured to reduce latency and/or latencyinstability between source and target devices when streaming mediacontent (e.g., streaming audio and video from video games). Inparticular, in some embodiments of the present disclosure, VSYNC signalsbetween a cloud gaming server and a client are synchronized and offset.Due to differences in clocks at the cloud gaming server and the client,VSYNC signals of the cloud gaming server and client drift relative toeach other. This drift leads to up to a frame period of latencyinstability. For example, when a game is executing at 60 Hz for videoframe generation, there is an extra 0-16.7 ms of latency that variesover time. By analyzing worst or near-worst case arrival time ofcompressed video frames at the client, it is possible to determine theideal VSYNC relationship between the cloud gaming server and the client.This ideal relationship can be established through tuning of the VSYNCfrequency at either the cloud gaming server or the client, such that thelatency instability can be removed. In other embodiments of the presentdisclosure, VSYNC signals between gaming devices (e.g., gaming consoles)are synchronized and offset to provide for an ideal VSYNC relationshipand minimal one-way latency between the peer devices. In particular, dueto differences in clocks between peer devices (e.g., gaming devices) inhead to head gaming, their VSYNC signals will drift relative to eachother, introducing up to a frame period of latency instability. Forexample, when a game is executing at 60 Hz for video frame generation,there is an extra 0-16.7 ms of latency that varies over time. Byexchanging timestamp information, it is possible to determine the idealVSYNC relationship between the peer devices. This ideal relationship canbe established through tuning of the VSYNC frequency at either peerdevice, such that the latency instability can be removed. In still otherembodiments of the present disclosure, dynamic client buffering andselected usage of received video frames at the client from a cloudgaming server provides for latency reduction and tuning. Knowledge ofserver-side timing of the generation of video frames allows for theclient to determine ideal display time for each frame. Based onvariability of arrival times of compressed video frames at the client,buffering of frames (single buffering, double buffering, triplebuffering, etc.) can be dynamically adjusted. Latency tuning may alsooccur, such as choosing to skip display of a late arriving frame. Inother embodiments of the present disclosure, one-way latency between acloud gaming server and a client may be reduced by overlapping decode ofcompressed video frames and their display. The client in cloud gamingreceives compressed video frames from the cloud gaming server, anddecodes the compressed video frames. One-way latency can be reduced bybeginning display of a video frame before the frame has been completelyreceived or decoded at the client. Timing of submission for display mustanticipate remaining time needed for reception and decode of thecompressed video frames.

In particular, latency instability may be introduced between a serverand client due to the additional time needed to generate a complex frame(e.g., scene change) at the server, increased times to encode/compressthe complex frame at the server, variable communication paths over anetwork, and increased time to decode complex frames at the client.Latency instability may also be introduced due to differences in clocksat the server and the client, which causes a drift between server andclient VSYNC signals. In one embodiment, this latency instability may beremoved by tuning either the server VSYNC signal or the client VSYNCsignal to bring the server VSYNC signal and the client VSYNC signal backinto synchronized alignment (e.g., operating at the same frequency). Inanother embodiment, adjusting a timing offset between server VSYNCsignal and client VSYNC signal reduces one-way latency by accounting fornear-worst case latency conditions when receiving and displaying videoframes at the client. In still another embodiment, dynamic buffering onthe client side provides for additional latency tuning by providing moredisplay buffers at the client when latency increases, and using fewerdisplay buffers when latency decreases. In another embodiment, one-waylatency can be further reduced by overlapping decoding and displaying ofvideo frames at the client.

With the above general understanding of the various embodiments, exampledetails of the embodiments will now be described with reference to thevarious drawings.

Throughout the specification, the reference to “game” or video game” or“gaming application” or “application” is meant to represent any type ofinteractive application that is directed through execution of inputcommands For illustration purposes only, an interactive applicationincludes applications for gaming, word processing, video processing,video game processing, etc. Further, the terms introduced above areinterchangeable.

Cloud gaming includes the execution of a video game at the server togenerate game rendered video frames, which are then sent to a client fordisplay. Timing of operations at both the server and the client may betied to respective vertical synchronization (VSYNC) parameters. WhenVSYNC signals are properly synchronized and/or offset between the serverand/or the client, the operations performed at the server (e.g.,generation and transmission of video frames over one or more frameperiods) are synchronized with the operations performed at the client(e.g., displaying the video frames on a display at a display frame orrefresh rate corresponding to the frame period). In particular, a serverVSYNC signal generated at the server and a client VSYNC signal generatedat the client may be used for synchronizing operations at the server andclient. That is, when server and client VSYNC signals are synchronizedand/or offset, the server generates and sends video frames insynchronization with how the client displays those video frames.

VSYNC signaling and vertical blanking intervals (VBI) have beenincorporated for generating video frames and displaying those videoframes when streaming media content between a server and a client. Forexample, the server strives to generate a game rendered video frame inone or several frame periods as defined by a corresponding server VSYNCsignal (e.g if a frame period is 16.7 ms, then generating a video frameeach frame period results in 60 Hz operation, and generating one videoframe for each two frame periods results in 30 Hz operation), andsubsequently encode and transmit that video frame to the client. At theclient, the received encoded video frames are decoded and displayed,wherein the client displays each video frame that is rendered fordisplay beginning with a corresponding client VSYNC.

For illustration, FIG. 1A shows how a VSYNC signal 111 may indicate thebeginning of a frame period, wherein various operations may be performedduring a corresponding frame period at the server and/or client. Whenstreaming media content, the server may use a server VSYNC signal forgenerating and encoding video frames, and the client may use a clientVSYNC signal for displaying the video frames. The VSYNC signal 111 isgenerated at a defined frequency which corresponds to the defined frameperiod 110, as shown in FIG. 1B. In addition, VBI 105 defines the timeperiod between when the last raster line was drawn on the display for aprevious frame period and when the first raster line (e.g., top) isdrawn to the display. As shown, after VBI 105, the video frame renderedfor display is displayed via raster scanlines 106 (e.g., raster line byraster line, from left to right).

In addition, various embodiments of the present disclosure are disclosedfor reducing one-way latency and/or latency instability between sourceand target devices, such as when streaming media content (e.g., videogame content). For purposes of illustration only, the variousembodiments for reducing one-way latency and/or latency instability aredescribed within a server and client network configuration. However, itis understood that the various techniques disclosed for reducing one-waylatency and/or latency instability may be implemented within othernetwork configurations, and/or over peer-to-peer networks, as is shownin FIGS. 2A-2D. For example, the various embodiments disclosed forreducing one-way latency and/or latency instability may be implementedbetween one or more of server and client devices in variousconfigurations (e.g., server and client, server and server, server andmultiple clients, server and multiple servers, client and client, clientand multiple clients, etc.).

FIG. 2A is a diagram of a system 200A for providing gaming over anetwork 250 between one or more cloud gaming networks 290 and/or servers260, and one or more client devices 210, in various configurations,wherein server and client VSYNC signals can be synchronized and offset,and/or wherein dynamic buffering is performed on the client, and/orwherein decode and display operations on the client can be overlapped toreduce one-way latency between the server 260 and client 210, inaccordance with one embodiment of the present disclosure. In particular,system 200A provides gaming via a cloud game network 290, wherein thegame is being executed remote from client device 210 (e.g., thin client)of a corresponding user that is playing the game, in accordance with oneembodiment of the present disclosure. System 200A may provide gamingcontrol to one or more users playing one or more games through the cloudgame network 290 via network 250 in either single-player or multi-playermodes. In some embodiments, the cloud game network 290 may include aplurality of virtual machines (VMs) running on a hypervisor of a hostmachine, with one or more virtual machines configured to execute a gameprocessor module utilizing the hardware resources available to thehypervisor of the host. Network 250 may include one or morecommunication technologies. In some embodiments, network 250 may include5^(th) Generation (5G) network technology having advanced wirelesscommunication systems.

In some embodiments, communication may be facilitated using wirelesstechnologies. Such technologies may include, for example, 5G wirelesscommunication technologies. 5G is the fifth generation of cellularnetwork technology. 5G networks are digital cellular networks, in whichthe service area covered by providers is divided into small geographicalareas called cells. Analog signals representing sounds and images aredigitized in the telephone, converted by an analog to digital converterand transmitted as a stream of bits. All the 5G wireless devices in acell communicate by radio waves with a local antenna array and low powerautomated transceiver (transmitter and receiver) in the cell, overfrequency channels assigned by the transceiver from a pool offrequencies that are reused in other cells. The local antennas areconnected with the telephone network and the Internet by a highbandwidth optical fiber or wireless backhaul connection. As in othercell networks, a mobile device crossing from one cell to another isautomatically transferred to the new cell. It should be understood that5G networks are just an example type of communication network, andembodiments of the disclosure may utilize earlier generation wireless orwired communication, as well as later generation wired or wirelesstechnologies that come after 5G.

As shown, the cloud game network 290 includes a game server 260 thatprovides access to a plurality of video games. Game server 260 may beany type of server computing device available in the cloud, and may beconfigured as one or more virtual machines executing on one or morehosts. For example, game server 260 may manage a virtual machinesupporting a game processor that instantiates an instance of a game fora user. As such, a plurality of game processors of game server 260associated with a plurality of virtual machines is configured to executemultiple instances of one or more games associated with gameplays of aplurality of users. In that manner, back-end server support providesstreaming of media (e.g., video, audio, etc.) of gameplays of aplurality of gaming applications to a plurality of corresponding users.That is, game server 260 is configured to stream data (e.g., renderedimages and/or frames of a corresponding gameplay) back to acorresponding client device 210 through network 250. In that manner, acomputationally complex gaming application may be executing at theback-end server in response to controller inputs received and forwardedby client device 210. Each server is able to render images and/or framesthat are then encoded (e.g., compressed) and streamed to thecorresponding client device for display.

For example, a plurality of users may access cloud game network 290 viacommunications network 250 using corresponding client devices 210configured for receiving streaming media. In one embodiment, clientdevice 210 may be configured as a thin client providing interfacing witha back end server (e.g., game server 260 of cloud game network 290)configured for providing computational functionality (e.g., includinggame title processing engine 211). In another embodiment, client device210 may be configured with a game title processing engine and game logicfor at least some local processing of a video game, and may be furtherutilized for receiving streaming content as generated by the video gameexecuting at a back-end server, or for other content provided byback-end server support. For local processing, the game title processingengine includes basic processor based functions for executing a videogame and services associated with the video game. The game logic isstored on the local client device 210 and is used for executing thevideo game.

In particular, client device 210 of a corresponding user (not shown) isconfigured for requesting access to games over a communications network250, such as the internet, and for rendering for display imagesgenerated by a video game executed by the game server 260, whereinencoded images are delivered to the client device 210 for display inassociation with the corresponding user. For example, the user may beinteracting through client device 210 with an instance of a video gameexecuting on game processor of game server 260. More particularly, aninstance of the video game is executed by the game title processingengine 211. Corresponding game logic (e.g., executable code) 215implementing the video game is stored and accessible through a datastore (not shown), and is used to execute the video game. Game titleprocessing engine 211 is able to support a plurality of video gamesusing a plurality of game logics, each of which is selectable by theuser.

For example, client device 210 is configured to interact with the gametitle processing engine 211 in association with the gameplay of acorresponding user, such as through input commands that are used todrive gameplay. In particular, client device 210 may receive input fromvarious types of input devices, such as game controllers, tabletcomputers, keyboards, gestures captured by video cameras, mice, touchpads, etc. Client device 210 can be any type of computing device havingat least a memory and a processor module that is capable of connectingto the game server 260 over network 250. The back-end game titleprocessing engine 211 is configured for generating rendered images,which is delivered over network 250 for display at a correspondingdisplay in association with client device 210. For example, throughcloud based services the game rendered images may be delivered by aninstance of a corresponding game executing on game executing engine 211of game server 260. That is, client device 210 is configured forreceiving encoded images (e.g., encoded from game rendered imagesgenerated through execution of a video game), and for displaying theimages that are rendered for display 11. In one embodiment, display 11includes an HMD (e.g., displaying VR content). In some embodiments, therendered images may be streamed to a smartphone or tablet, wirelessly orwired, direct from the cloud based services or via the client device 210(e.g., PlayStation® Remote Play).

In one embodiment, game server 260 and/or the game title processingengine 211 includes basic processor based functions for executing thegame and services associated with the gaming application. For example,processor based functions include 2D or 3D rendering, physics, physicssimulation, scripting, audio, animation, graphics processing, lighting,shading, rasterization, ray tracing, shadowing, culling, transformation,artificial intelligence, etc. In addition, services for the gamingapplication include memory management, multi-thread management, qualityof service (QoS), bandwidth testing, social networking, management ofsocial friends, communication with social networks of friends,communication channels, texting, instant messaging, chat support, etc.

In one embodiment, cloud game network 290 is a distributed game serversystem and/or architecture. In particular, a distributed game engineexecuting game logic is configured as a corresponding instance of acorresponding game. In general, the distributed game engine takes eachof the functions of a game engine and distributes those functions forexecution by a multitude of processing entities. Individual functionscan be further distributed across one or more processing entities. Theprocessing entities may be configured in different configurations,including physical hardware, and/or as virtual components or virtualmachines, and/or as virtual containers, wherein a container is differentfrom a virtual machine as it virtualizes an instance of the gamingapplication running on a virtualized operating system. The processingentities may utilize and/or rely on servers and their underlyinghardware on one or more servers (compute nodes) of the cloud gamenetwork 290, wherein the servers may be located on one or more racks.The coordination, assignment, and management of the execution of thosefunctions to the various processing entities are performed by adistribution synchronization layer. In that manner, execution of thosefunctions is controlled by the distribution synchronization layer toenable generation of media (e.g., video frames, audio, etc.) for thegaming application in response to controller input by a player. Thedistribution synchronization layer is able to efficiently execute (e.g.,through load balancing) those functions across the distributedprocessing entities, such that critical game engine components/functionsare distributed and reassembled for more efficient processing.

The game title processing engine 211 includes a central processing unit(CPU) and graphics processing unit (GPU) group that is configured toperform multi-tenancy GPU functionality. In another embodiment, multipleGPU devices are combined to perform graphics processing for a singleapplication that is executing on a corresponding CPU.

FIG. 2B is a diagram for providing gaming between two or more peerdevices, wherein VSYNC signals can be synchronized and offset to achieveoptimal timing of receipt of controller and other information betweenthe devices, in accordance with one embodiment of the presentdisclosure. For example, head-to-head gaming may be performed using twoor more peer devices that are connected through network 250 or directlythrough peer-to-peer communication (e.g., Bluetooth, local areanetworking, etc.).

As shown, a game is being executed locally on each of the client devices210 (e.g., game console) of corresponding users that are playing thevideo game, wherein the client devices 210 communicate throughpeer-to-peer networking. For example, an instance of a video game isexecuting by the game title processing engine 211 of a correspondingclient device 210. Game logic 215 (e.g., executable code) implementingthe video game is stored on the corresponding client device 210, and isused to execute the game. For purposes of illustration, game logic 215may be delivered to the corresponding client device 210 through aportable medium (e.g. optical media) or through a network (e.g.,downloaded through the internet from a gaming provider).

In one embodiment, the game title processing engine 211 of acorresponding client device 210 includes basic processor based functionsfor executing the game and services associated with the gamingapplication. For example, processor based functions include 2D or 3Drendering, physics, physics simulation, scripting, audio, animation,graphics processing, lighting, shading, rasterization, ray tracing,shadowing, culling, transformation, artificial intelligence, etc. Inaddition, services for the gaming application include memory management,multi-thread management, quality of service (QoS), bandwidth testing,social networking, management of social friends, communication withsocial networks of friends, communication channels, texting, instantmessaging, chat support, etc.

Client device 210 may receive input from various types of input devices,such as game controllers, tablet computers, keyboards, gestures capturedby video cameras, mice, touch pads, etc. Client device 210 can be anytype of computing device having at least a memory and a processormodule, and is configured for generating rendered images executed by thegame title processing engine 211, and for displaying the rendered imageson a display (e.g., display 11, or display 11 including a head mounteddisplay—HMD, etc.). For example, the rendered images may be associatedwith an instance of the game executing locally on client device 210 toimplement gameplay of a corresponding user, such as through inputcommands that are used to drive gameplay. Some examples of client device210 include a personal computer (PC), a game console, a home theaterdevice, a general purpose computer, mobile computing device, a tablet, aphone, or any other types of computing devices that can execute aninstance of a game.

FIG. 2C illustrates various network configurations that benefit fromproper synchronization and offsetting of VSYNC signals between a sourcedevice and a target device, including those configurations shown inFIGS. 2A-2B, in accordance with embodiments of the present disclosure.In particular, the various network configurations benefit from properalignment of frequencies of server and client VSYNC signals, and atiming offset of the server and client VSYNC signals, for purposes ofreducing one-way latency and/or latency variability between a server andclient. For example, one network device configuration includes a cloudgaming server (e.g., source) to client (target) configuration. In oneembodiment, the client may include a WebRTC client configured forproviding audio and video communication inside a web browser. Anothernetwork configuration includes a client (e.g. source) to server (target)configuration. Still another network configuration includes a server(e.g., source) to server (e.g., target) configuration. Another networkdevice configuration includes a client (e.g., source) to client (target)configuration, wherein the clients can each be a gaming console toprovide for head-to-head gaming, for example.

In particular, alignment of VSYNC signals may include synchronizing thefrequencies of the server VSYNC signal and the client VSYNC signal, andmay also include adjusting a timing offset between the client VSYNCsignal and server VSYNC signal, for the purposes of removing drift,and/or to maintain an ideal relationship between server and client VSYNCsignals, for purposes of reducing one-way latency and/or latencyvariability. To achieve proper alignment, the server VSYNC signal may betuned in order to implement proper alignment between a server 260 andclient 210 pair, in one embodiment. In another embodiment, the clientVSYNC signal may be tuned in order to implement proper alignment betweena server 260 and client 210 pair. Once the client and server VSYNCsignals are aligned, the server VSYNC signal and client VSYNC signaloccur at substantially the same frequency, and are offset from eachother by a timing offset, that may be adjusted from time to time. Inanother embodiment, alignment of VSYNC signals may include synchronizingthe frequencies of VSYNC for two clients, and may also include adjustinga timing offset between their VSYNC signals, for the purposes ofremoving drift, and/or achieving optimal timing of receipt of controllerand other information; either VSYNC signal may be tuned to achieve thisalignment. In still another embodiment, alignment may includesynchronizing the frequencies of VSYNC for a plurality of servers, andmay also include synchronizing the frequencies of the server VSYNCsignals and the client VSYNC signals and adjusting a timing offsetbetween the client VSYNC and server VSYNC signals, e.g. for head-to-headcloud gaming In the server to client configuration and the client toclient configuration, alignment may include both synchronization of thefrequencies between the server VSYNC signal and client VSYNC signal, aswell as providing a proper timing offset between the server VSYNC signaland client VSYNC signal. In the server to server configuration,alignment may include synchronization of the frequencies between theserver VSYNC signal and client VSYNC signal without setting a timingoffset.

FIG. 2D illustrates a multi-tenancy configuration between a cloud gamingserver 260 and one or more clients 210 that benefit from propersynchronization and offsetting of VSYNC signals between a source deviceand a target device, in accordance with one embodiment of the presentdisclosure. In the server to client configuration, alignment may includeboth synchronization of the frequencies between the server VSYNC signaland client VSYNC signal, as well as providing a proper timing offsetbetween the server VSYNC signal and client VSYNC signal. In themulti-tenancy configuration, the client VSYNC signal is tuned at eachclient 210 in order to implement proper alignment between a server 260and client 210 pair, in one embodiment.

For example, a graphics subsystem may be configured to performmulti-tenancy GPU functionality, wherein one graphics subsystem could beimplementing graphics and/or rendering pipelines for multiple games, inone embodiment. That is, the graphics subsystem is shared betweenmultiple games that are being executed. In particular, a game titleprocessing engine may include a CPU and GPU group that is configured toperform multi-tenancy GPU functionality, wherein one CPU and GPU groupcould be implementing graphics and/or rendering pipelines for multiplegames, in one embodiment. That is, the CPU and GPU group is sharedbetween multiple games that are being executed. The CPU and GPU groupcould be configured as one or more processing devices. In anotherembodiment, multiple GPU devices are combined to perform graphicsprocessing for a single application that is executing on a correspondingCPU.

FIG. 3 illustrates the general process of executing a video game at aserver to generate game rendered video frames and sending those videoframes to a client for display. Traditionally, a number of theoperations at the game server 260 and client 210 are performed within aframe period as defined by a respective VSYNC signal. For example, theserver 260 strives to generate a game rendered video frame at 301 in oneor multiple frame periods as defined by a corresponding server VSYNCsignal 311. The video frame is generated by the game, either in responseto control information (e.g., input commands of a user) delivered froman input device at operation 350, or game logic not driven by controlinformation. Transmission jitter 351 may be present when sending controlinformation to the server 260, wherein jitter 351 measures the variationof network latency from client to server (e.g., when sending inputcommands). As shown, the bold arrow shows the current delay when sendingcontrol information to the server 260, but due to jitter there may be arange of arrival times for control information at the server 260 (e.g.range bounded by the dotted arrows). At flip-time 309, the GPU reaches aflip command that indicates that the corresponding video frame has beencompletely generated and placed into the frame buffer at the server 260.Thereafter, the server 260 performs scan-out/scan-in (operation 302,wherein scan-out may be aligned with the VSYNC signal 311) for thatvideo frame over the subsequent frame period as defined by the serverVSYNC signal 311 (the VBI is omitted for clarity). Subsequently thevideo frame is encoded (operation 303) (e.g. encoding starts after anoccurrence of the VSYNC signal 311, and the end of encoding may not bealigned with the VSYNC signal) and transmitted (operation 304, whereintransmission may not be aligned with the VSYNC signal 311) to the client210. At the client 210, the encoded video frames are received (operation305, wherein receive may not be aligned with the client VSYNC signal312), decoded (operation 306, wherein decode may not be aligned with theclient VSYNC signal 312), buffered, and displayed (operation 307,wherein the start of display may be aligned with the client VSYNC signal312). In particular, the client 210 displays each video frame that isrendered for display beginning with a corresponding occurrence of theclient VSYNC signal 312.

One-way latency 315 may be defined as being the latency from beginningof transfer of the video frame to the encoding unit (e.g. scan-out 302)at the server, to the beginning of display of the video frame at theclient 307. That is, one-way latency is the time from server scan-out toclient display, taking into account client buffering. Individual frameshave a latency from beginning of scan-out 302 to completion of decode306 that may vary from frame to frame due to the high degree of varianceof server operations such as encode 303 and transmission 304, networktransmission between the server 260 and client 210 with accompanyingjitter 352, and client reception 305. As shown, the straight bold arrowshows the current latency when sending the corresponding video frame tothe client 210, but due to jitter 352 there may be a range of arrivaltimes for video frames at the client 210 (e.g. range bounded by thedotted arrows). As one-way latency must be relatively stable (e.g. keptfairly consistent) to achieve a good play experience, traditionallybuffering 320 is performed with the result that the display ofindividual frames with low latency (e.g. from beginning of scan-out 302to completion of decode 306) is delayed for several frame periods. Thatis, if there are network instabilities, or unpredictable encode/decodetime, extra buffering is needed so that one-way latency is keptconsistent.

One-way latency between a cloud gaming server and a client may vary dueto clock drift when streaming video frames generated from a video gameexecuting on the server, in accordance with one embodiment of thepresent disclosure. That is, differences in the frequencies of theserver VSYNC signal 311 and the client VSYNC signal 312 may cause theclient VSYNC signal to drift relative to the frames arriving from theserver 260. The drift may be due to very slight differences in thecrystal oscillators used in each of the respective clocks at the serverand client. Furthermore, embodiments of the present disclosure reduceone-way latency by performing one or more of synchronization and offsetof VSYNC signals for alignment between a server and a client, byproviding dynamic buffering on the client, and by overlapping decodingand displaying of video frames at the client.

FIG. 4 illustrates the flow of data through a network configurationincluding a highly optimized cloud gaming server 260 and a highlyoptimized client 210 when streaming video frames generated from a videogame executing on the server, wherein overlapping server operations andclient operations reduces the one-way latency, and synchronizing andoffsetting the VSYNC signals between the server and the client reducesthe one-way latency as well as reduces variability in the one-waylatency between the server and the client, in accordance withembodiments of the present disclosure. In particular, FIG. 4 shows thedesired alignment between the server and the client VSYNC signals. Inone embodiment, tuning of the server VSYNC signal 311 is performed toobtain proper alignment between server and client VSYNC signals, such asin a server and client network configuration. In another embodiment,tuning of the client VSYNC signal 312 is performed to obtain properalignment between server and client VSYNC signals, such as in amulti-tenant server to multiple clients network configuration. Forpurposes of illustration, tuning of the server VSYNC signal 311 isdescribed in FIG. 4 for purposes of synchronizing the frequencies ofserver and client VSYNC signals, and/or adjusting the timing offsetbetween corresponding client and server VSYNC signals, though it isunderstood that the client VSYNC signal 312 may also be used for tuning.

As shown, FIG. 4 illustrates an improved process of executing a videogame at a server to generate rendered video frames and sending thosevideo frames to a client for display, in embodiments of the presentdisclosure. The process is shown with respect to generation and displayof a single video frame at a server and client. In particular, theserver generates a game rendered video frame at 401. For example, theserver 260 includes a CPU (e.g., game title processing engine 211)configured for executing the game. The CPU generates one or more drawcalls for a video frame, wherein the draw calls include commands placedinto a command buffer for execution by a corresponding GPU of the server260 in a graphics pipeline. The graphics pipeline may include one ormore shader programs on vertices of objects within a scene to generatetexture values as rendered for the video frame for displaying, whereinthe operations are performed in parallel through a GPU for efficiency.At flip-time 409, the GPU reaches a flip command in the command bufferthat indicates that the corresponding video frame has been completelygenerated and/or rendered and placed into the frame buffer at the server260.

At 402, the server performs scan-out of the game rendered video frame toan encoder. In particular, scan-out is performed scanline by scanline,or in groups of consecutive scanlines, wherein a scanline refers to asingle horizontal line, for example of a display from screen edge toscreen edge. These scanlines or groups of consecutive scanlines aresometimes referred to as slices, and are referred to in thisspecification as screen slices. In particular, scan-out 402 may includea number of processes that modify the game rendered frame, includingoverlaying it with another frame buffer, or shrinking it in order tosurround it with information from another frame buffer. During scan-out402, the modified video frame is then scanned into an encoder forcompression. In one embodiment, scan-out 402 is performed at anoccurrence 311 a of the VSYNC signal 311. In other embodiments, scan-out402 may be performed before the occurrence of the VSYNC signal 311, suchas at flip-time 409.

At 403, the game rendered video frame (which may have undergonemodification) is encoded on an encoder slice by encoder slice basis atthe encoder to generate one or more encoded slices, wherein an encodedslice is unrelated to a scanline or screen slice. As such, the encodergenerates one or more encoded (e.g., compressed) slices. In oneembodiment, the encoding process begins before the scan-out 402 processhas fully completed for a corresponding video frame. Further, the startand/or end of encode 403 may or may not be aligned with the server VSYNCsignal 311. The boundaries of an encoded slice are not restricted to asingle scanline, and may be comprised of a single scanline, or multiplescanlines. Additionally, the end of an encoded slice and/or the start ofthe next encoder slice may not necessarily occur at the edges of thedisplay screen (e.g., may occur somewhere mid-screen or in the middle ofa scanline), such that the encoded slice need not traverse fully fromedge to edge of the display screen. As shown, one or more encoded slicesmay be compressed and/or encoded, including “encoded slice A” that iscompressed having hash marks.

At 404, the encoded video frame is transmitted from the server to theclient, wherein the transmission may occur on an encoded slice-by-slicebasis, wherein each encoded slice is an encoder slice that has beencompressed. In one embodiment, the transmission process 404 beginsbefore the encoding process 403 has fully completed for a correspondingvideo frame. Further, the start and/or end of transmission 404 may ormay not be aligned with the server VSYNC signal 311. As shown, encodedslice A that is compressed is transmitted to the client independently ofthe other compressed encoder slices for the rendered video frame. Theencoder slices may be transmitted one at a time, or in parallel.

At 405, the client receives the compressed video frame, again on anencoded slice-by-slice basis. Further, the start and/or end of receive405 may or may not be aligned with the client VSYNC signal 312. Asshown, encoded Slice A that is compressed is received by the client.Transmission jitter 452 may be present between the server 260 and client210, wherein jitter 452 measures the variation in network latency fromthe server 260 to the client 210. A lower jitter value exhibits a morestable connection. As shown, the bold straight arrow shows the currentlatency when sending the corresponding video frame to the client 210,but due to jitter there may be a range of arrival times for video framesat the client 210 (e.g. range bounded by the dotted arrows). Variationin latency may also be due to one or more operations at the server suchas encode 403 and transmission 404, as well as networking issues thatintroduce latency when transmitting video frames to the client 210.

At 406, the client decodes the compressed video frame, again on anencoded slice-by-slice basis, producing decoded Slice A (shown withouthash marks) that is now ready for display. In one embodiment, the decodeprocess 406 begins before the receive process 405 has fully completedfor a corresponding video frame. Further, the start and/or end of decode406 may or may not be aligned with the client VSYNC signal 312. At 407,the client displays the decoded rendered video frame on the display atthe client. That is, the decoded video frame is placed in a displaybuffer which is streamed out on a scanline-by-scanline basis to adisplay device, for example. In one embodiment, the display process 407(i.e. the streaming out to the display device) begins after the decodeprocess 406 has fully completed for a corresponding video frame, i.e.the decoded video frame is fully resident in the display buffer. Inanother embodiment, the display process 407 begins before the decodeprocess 406 has fully completed for a corresponding video frame. Thatis, streamout to the display device begins from the address of thedisplay buffer at a time at which only a portion of the decoded framebuffer is resident in the display buffer. The display buffer is thenupdated or filled in with remaining portions of the corresponding videoframe in time for displaying, such that the updating of the displaybuffer is performed prior to streamout of those portions to the display.Further, the start and/or end of display 407 is aligned with the clientVSYNC signal 312.

In one embodiment, the one-way latency 416 between the server 260 andthe client 210 may be defined as the elapsed time between when scan-out402 begins and when display 407 begins. Embodiments of the presentdisclosure are capable of aligning the VSYNC signals (e.g. synchronizethe frequency and adjust the offset) between the server and the client,to reduce one-way latency between the server and the client, and toreduce variability in the one-way latency between the server and theclient. For example, embodiments of the present disclosure are able tocalculate an optimal adjustment to the offset 430 between server VSYNCsignal 311 and client VSYNC signal 312 such that even in the event ofnear worst case time needed for server processing such as encode 403 andtransmit 404, near worst case network latency between server 260 andclient 210, and near worst case client processing such as receive 405and decode 406, the decoded rendered video frame is available in timefor the display process 407. That is, it is not necessary to determinethe absolute offset between server VSYNC and client VSYNC; it issufficient to adjust the offset so that the decoded rendered video frameis available in time for the display process.

In particular, the frequencies of the server VSYNC signal 311 and theclient VSYNC signal 312 may be aligned through synchronization.Synchronization is achieved through tuning the server VSYNC signal 311or the client VSYNC signal 312. For purposes of illustration, tuning isdescribed in relation to the server VSYNC signal 311, though it isunderstood that tuning could be performed on the client VSYNC signal 312instead. For example, as shown in FIG. 4 the server frame period 410(e.g. the time between two occurrences 311 c and 311 d of the serverVSYNC signal 311) is substantially equal to the client frame period 415(e.g. the time between two occurrences 312 a and 312 b of the clientVSYNC signal 312), which indicates that the frequencies of the serverVSYNC signal 311 and client VSYNC signal 312 are also substantiallyequal.

To maintain synchronization of the frequencies of the server and clientVSYNC signals, the timing of the server VSYNC signal 311 may bemanipulated. For example, the vertical blanking interval (VBI) in theserver VSYNC signal 311 may be increased or reduced over a period oftime, such as to account for the drift between the server VSYNC signal311 and the client VSYNC signal 312. Manipulation of vertical blanking(VBLANK) lines in the VBI provides for adjusting the number of scanlinesused for VBLANK for one or more frame periods of the server VSYNC signal311. Dropping the number of scanlines of VBLANK reduces a correspondingframe period (e.g., time interval) between two occurrences of the serverVSYNC signal 311. Conversely, increasing the number of scanlines ofVBLANK increases a corresponding frame period (e.g., time interval)between two occurrences of the VSYNC signal 311. In that manner, thefrequency of the server VSYNC signal 311 is adjusted to align thefrequencies between the client and server VSYNC signals 311 and 312 tobe at substantially the same frequency. Also, offset between server andclient VSYNC signals can be adjusted by increasing or reducing the VBIfor a short period of time, before returning the VBI to its originalvalue. In one embodiment, the server VBI is adjusted. In anotherembodiment, the client VBI is adjusted. In yet another embodiment,instead of two devices (server and client), there are a plurality ofconnected devices, each of which may have a corresponding VBI that isadjusted. In one embodiment, each of the plurality of connected devicesmay be independent peer devices (e.g. without a server device). Inanother embodiment, the plurality of devices may include one or moreserver devices and/or one or more client devices arranged in one or moreserver/client architectures, multi-tenant server/client(s) architecture,or some combination thereof.

Alternatively, the pixel clock of the server (e.g., located at thesouthbridge of a northbridge/southbridge core logic chipset of theserver) may be manipulated to perform coarse and/or fine tuning of thefrequency of the server VSYNC signal 311 over a period of time to bringthe synchronization of frequencies between server and client VSYNCsignals 311 and 312 back into alignment, in one embodiment.Specifically, the pixel clock in the south bridge of the server may beoverclocked or underclocked to adjust the overall frequency of the VSYNCsignal 311 of the server. In that manner, the frequency of the serverVSYNC signal 311 is adjusted to align the frequencies between the clientand server VSYNC signals 311 and 312 to be at substantially the samefrequency. Offset between server and client VSYNC can be adjusted byincreasing or reducing the client server pixel clock for a short periodof time, before returning the pixel clock to its original value. In oneembodiment, the server pixel clock is adjusted. In another embodiment,the client pixel clock is adjusted. In another embodiment, the clientpixel clock is adjusted. In yet another embodiment, instead of twodevices (server and client), there are a plurality of connected devices,each of which may have a corresponding pixel clock which is adjusted. Inone embodiment, each of the plurality of connected devices may beindependent peer devices (e.g. without a server device). In anotherembodiment, the plurality of connected devices may include one or moreserver devices and one or more client devices arranged in one or moreserver/client architectures, multi-tenant server/client(s) architecture,or some combination thereof.

FIG. 5A is a diagram illustrating possible variations in the timing ofthe completion of the decode 406 by the client 210 when streaming videoframes generated from a video game executed on the server 260, due todrift 390 between the respective clocks at the cloud gaming server 260and a client 210, as well as variation in the time taken by serveroperations such as encode 403 and transmission 404, network latency, andclient operations such as receive 405 and decode 406, in accordance withone embodiment of the present disclosure.

The y-axis 501 shows time in milliseconds. The x-axis 502 shows time inminutes. In embodiments of the present disclosure, the server 260 sendstimestamp information with the compressed video frames to the client210, or the server may send the timestamp information separate from thecompressed video frames. In one embodiment, this timestamp informationmay represent the time, as derived from the pixel clock of the server260, of an occurrence of the server VSYNC signal immediately prior toscan-out 402 of the corresponding video frame. That is, the timestampgives an indication of desired display timing of the corresponding videoframe, such as if the video frame were to be immediately displayed. Inanother embodiment, this timestamp information may represent the time,as derived from the pixel clock of the server 260, of the flip-time,e.g. the completion of the rendering of the corresponding video frame.In yet another embodiment, regular frame periods are used instead of aserver VSYNC signal, and this timestamp information may represent thetime, as derived from the pixel clock of the server 260, of thebeginning or end a corresponding frame period.

On completion of the decode 406, the client 206 notes the time, asderived from the pixel clock of the client, and subtracts this time fromthe timestamp (as delivered from the server) to create a “decodetimestamp” (that is, the time at which the decoding is completed, notthe time taken to decode the corresponding video frame). The decodetimestamp therefore gives an indication of the availability for displayat the client of the corresponding video frame, relative to its desireddisplay time as specified by the server (e.g. as indicated by thetimestamp). As shown in FIG. 5A, the decode timestamp of the firstcompressed video frame received by the client is assigned a value ofzero (i.e. it is normalized), in one embodiment. Also, all other decodetimestamps are calculated with reference to the normalization (i.e.subtracted and accounting for normalization). Due to variance in serverand client operations, as well as network latency, decode timestampsmeasured for a series of compressed video frames may be plotted as adistribution 510, with the first compressed video frame 511 assigned adecode timestamp of zero, as previously described. These decodetimestamps may be binned to create a histogram 515, as is shown in FIG.5B, described more fully below. Measurements 520, 530, and 540illustrate distributions of decode timestamps calculated for subsequentvideo frames received at the client. The decode timestamp inmeasurements 520, 530, and 540 are calculated with reference to thenormalization defined by the first compressed video frame 511.

FIG. 5B includes histograms illustrating the timing of the completion ofdecode by the client relative to the desired display time as specifiedby the server (e.g. corresponding timestamps), and shows an increase inthe decode timestamps in subsequent histograms due to drift between therespective clocks at the cloud gaming server and a client, in accordancewith one embodiment of the present disclosure. In particular, the decodetimestamps for each of the measurements 520, 530, and 540 determined atlater times for subsequent video frames may be binned to createcorresponding histograms. For example, the decode timestamps plotted inmeasurement 520 may be binned to create histogram 525. Similarly, thedecode timestamps plotted in measurement 530 may be binned to createhistogram 535, and the decode timestamps plotted in measurement 540 maybe binned to create histogram 545. Each of histograms 515, 525, 535, and545 may have unique characteristics. As shown, even though the width ofthe distributions of the decode timestamps in each of the measurements515, 525, 535, and 545 are approximately similar, the later determinedhistograms show an increase in decode timestamps as they are eachshifted to the right in time, such as due to drift between server andclient clocks used to generate VSYNC frequencies.

In particular, measurements 520, 530 and 540 of the decode timestampsdetermined at later times for subsequent video frames (and theircorresponding histograms 525, 535 and 545 shown in FIG. 5B) show theeffects of differences between the server VSYNC signal 311 and theclient VSYNC signal 312 (i.e. drift 390 of FIG. 3). The drift 390between the server and client clocks and as reflected in correspondingVSYNC signals may be illustrated in FIG. 5B as line 590. For example adifference of 10 ppm (parts per million) in the clocks at the server andclient due to the inaccuracies of crystal oscillators used to generateVSYNC frequencies at the server and client will result in one frameperiod (16.7 ms) of drift between the server and client roughly every 30minutes; drift can take the form of decreased or increased decodetimestamps, depending on the whether the server VSYNC 311 is slightlyhigher or lower frequency than the client VSYNC signal 312.

FIG. 5C includes histograms illustrating the timing of the completion ofdecode by the client relative to the desired display time as specifiedby the server, and shows consistent measurements of decode times insubsequent histograms after compensating for the measured drift betweenthe respective clocks at the cloud gaming server and a client, inaccordance with one embodiment of the present disclosure. In oneembodiment, dynamically regenerating the histogram allows forcalculating the amount of drift; knowledge of the amount of drift allowsfor a corresponding adjustment in VSYNC frequencies and removal of thedrift, resulting in histograms such as 516, 526, 536 and 546 over time.In that manner, the plotted measurements 520, 530 and 540 would not showan increase in decode timestamps (e.g., shifting vertically upward alongx-axis 501 of FIG. 5A), but would be plotted more horizontally alignedwith measurement 510 (i.e. showing no increase in one-way latency) inFIG. 5A. This is reflected in FIG. 5C, wherein line 590′ shows zerodrift between the server and client clocks and as reflected incorresponding VSYNC signals (i.e. showing no increase in one-way latencyof the histograms 526, 536, and 546).

In another embodiment, the server sends a compressed video frame eachand every frame period (wherein frame periods are approximately equal inlength), and rather than a corresponding server timestamp (e.g. used inthe decode timestamp calculation) being sent from server to client,instead the corresponding server timestamp (for the corresponding videoframe being received) is calculated by the client by adding a frameperiod to the previously calculated server timestamp (e.g. for theprevious video frame that has been received). An initial servertimestamp and/or timing signal for an initial video frame may bedelivered from the server to the client to start the timing process.

In yet another embodiment, drift is calculated using timestampinformation sent from server to client, either separately from ortogether with the compressed video frames, e.g. by analyzing thevariance between the timestamp information and the timing of thereception of the timestamp information at client. In still otherembodiments, the server uses frame periods that are approximately equalin size instead of using a server VSYNC signal, and the drift of theserver frame period relative to the client VSYNC (or some multiplethereof) may be calculated. As such, the server frame periods may beadjusted in response to the drift computation.

In other embodiments, instead of two devices (server and client), thereare a plurality of connected devices, each of which may have their driftmeasured relative to one or a plurality of the others. In oneembodiment, each of the plurality of connected devices may beindependent peer devices (e.g. without a server device). In anotherembodiment, the plurality of devices may include one or more serverdevices and one or more client deices arranged in one or moreserver/client architectures, multi-tenant server/client(s)architectures, or some combination thereof.

As such, the measured drift between the frequency of the VSYNC signalbetween two devices (e.g. server and client, or any two devices in aplurality of networked devices with servers, clients and independentpeers) may be used to adjust the VSYNC signal at one or a plurality ofdevices. Tuning may include removing or adding a raster scan line for avertical blanking interval of a corresponding frame period. Tuning mayalso include overclocking or under clocking a corresponding clock.Tuning may be performed dynamically, with the adjustment of thecorresponding VSYNC signal varying over time. In some embodiments, theserver may use frame periods that are approximately equal in sizeinstead of using a VSYNC signal, and the server frame periods may beadjusted in response to the drift computation.

Further, alignment of the server and client VSYNC signals as shown inFIG. 4 may include adjusting the server VSYNC signal 311 to provide theproper timing offset 430 between corresponding client and server VSYNCsignals. In one embodiment, using histogram data (e.g. shown in at leastFIGS. 5A-5C) the timing offset may be determined such that apredetermined number or threshold (e.g., 99.99 percent) of receivedvideo frames arrive at the client in time to be displayed at the nextappropriate occurrence of the client VSYNC signal 312. That is, thetiming offset 430 (e.g. shown in FIG. 4) is adjusted so as toaccommodate for a near worst case scenario of a video frame, such thatthat video frame is ready for display (e.g. received, decoded and placedin display buffer for streamout at the client) in time with the leastamount of time before the next occurrence of the client VSYNC signal312. As an illustration, a threshold of 99.99 percent provides for 1missed video frame out of ten thousand video frames that are generatedat server 260 and displayed at the client 210.

In particular, in order to establish the proper offset 430, thefrequency of the server VSYNC signal 311 may be manipulated over aperiod of time (e.g., one or more frame periods) to move the timing ofone or more occurrences of a corresponding server VSYNC signal 311,thereby shifting or adjusting the relative timing offset between clientand server VSYNC signals once both VSYNC signals have synchronized theirrespective frequencies. The frequency of the client VSYNC signal 312 maylikewise be manipulated to adjust the relative timing offset betweenclient and server VSYNC signals, alternatively. The determination of theproper offset may be performed dynamically, e.g. repeatedly over time,with corresponding dynamic manipulation of VSYNC signals. In otherembodiments, rather than first removing drift between the server VSYNCsignal and the client VSYNC signal and then establishing the properoffset between the VSYNC signals, instead the offset is maintained bymore frequently manipulating the frequency of the server VSYNC signal orthe client VSYNC signal to adjust the relative timing offset. In yetother embodiments, the server uses frame periods that are approximatelyequal in size instead of using a server VSYNC signal, and the serverframe period or the client VSYNC signal may be manipulated to adjust therelative timing offset of the server frame periods with regards to theclient VSYNC (or some multiple thereof). In still other embodiments,instead of two devices (server and client), there are a plurality ofconnected devices, each of which may have their VSYNC signal manipulatedto adjust the relative timing offset of its VSYNC with regards to theVSYNC of one or a plurality of other devices. In one embodiment, each ofthe plurality of connected devices may be independent peer devices (e.g.without a server device). In another embodiment, the plurality ofdevices may include one or more server devices and one or more clientdeices arranged in one or more server/client architectures, multi-tenantserver/client(s) architectures, or some combination thereof.

With the detailed description of the various client devices 210 and/orthe cloud gaming network 290 (e.g., in the game server 260) of FIGS.2A-2D, flow diagrams 600A, 600B, and 600C of FIGS. 6A-6C illustratemethods for tuning VSYNC signals between a cloud gaming server and aclient for purposes of reducing one-way latency, in accordance with oneembodiment of the present disclosure.

In particular, FIG. 6A illustrates a method for adjusting the relativetiming between VSYNC signals of a cloud gaming server and a client forpurposes of reducing one-way latency, in accordance with one embodimentof the present disclosure. For example, flow diagram 600A may beperformed to adjust timing between corresponding client and server VSYNCsignals shown in FIG. 4.

At 601, the method includes setting, at a server, a server VSYNC signalto a server VSYNC frequency. As previously described, the server VSYNCsignal corresponds to generation of a plurality of video frames at theserver during a plurality of frame periods for the server VSYNCfrequency. For example, the server may be executing a video game in astreaming mode, such that the CPU of a server executes the video gameresponsive to input commands from a user in order to generate gamerendered video frames using a graphics pipeline that can be used forstreaming.

At 603, the method includes setting, at a client, a client VSYNC signalto a client VSYNC frequency. The client VSYNC signal is used forrendering to a display associated with the client. That is, the timingfor rendering and displaying video frames at the client may bereferenced to the client VSYNC signal. For example, the video frames canbe displayed beginning with a corresponding occurrence of the clientVSYNC signal.

In one embodiment, the client VSYNC frequency is set approximately tothe server VSYNC frequency. For example, the server may send a controlsignal to the client, wherein the control signal is used by the clientto set the client VSYNC signal to the apparent frequency of the serverVSYNC signal. That is, the control signal may include the apparentfrequency to which the client VSYNC signal is set. That is, the clientVSYNC frequency is set to the same apparent frequency as the serverVSYNC frequency, although the real server and client VSYNC frequenciesmay not match due to differences in the crystal oscillators used forclocks at the server and client.

At 605, the method includes sending a plurality of compressed videoframes based on the plurality of video frames from the server to theclient over a network using the server VSYNC signal. In particular, thegame rendered video frames generated responsive to processing of a videogame by the server in a streaming mode are delivered (e.g., duringscan-out 402) to an encoder configured to perform compression andproduce a plurality of compressed video frames. As previously described,the start of encoding for a corresponding video frame may be alignedwith a corresponding occurrence of the server VSYNC signal, or may occurbefore a corresponding occurrence, such as at flip-time. The compressedvideo frames are transmitted and/or delivered to the client for displayduring a gaming session. Transmission of video frames need not begin inalignment with the server VSYNC signal, and may begin as soon as aportion of the corresponding video frame or the complete video frame hasbeen encoded, as is shown in FIG. 4.

At 607, the method includes decoding and displaying, at the client, theplurality of compressed video frames. As previously described, theclient receives a plurality of compressed video frames, which are thendecoded by a decoder of the client. For example, the client receives oneor more encoded slices for a corresponding compressed video frame. Thecompressed video frames are then decoded and placed into a displaybuffer. For example, the encoded slices of a corresponding compressedvideo frame are then decoded, such that the decoded video frame isplaced in the display buffer. During decoding, the decoded slices may berendered for display, wherein rendering includes generating screenslices (e.g. scanlines) from the decoded slices of a corresponding videoframe, which are then streamed to a display of the client. Inparticular, pixel data of decoded slices of a corresponding video framemay be placed into the proper addresses of the display buffer forstreaming (e.g. scanline-by-scanline) to the display at the client.

At 610, the method includes analyzing the timing of one or more clientoperations to adjust the relative timing between the server VSYNC signaland the client VSYNC signal, as the client receives the plurality ofcompressed video frames. For example, the relative timing is adjusted toachieve proper alignment (e.g. synchronize frequencies and adjustoffset) between server and client VSYNC signals, for purposes ofreducing one-way latency and reducing variability in the one-way latencybetween the server and client. In one embodiment, proper timing betweenthe server and client VSYNC signals is achieved by adjusting at leastone of the server VSYNC signal and the client VSYNC signal. A moredetailed discussion of adjusting the relative timing between server andclient VSYNC signals is provided in FIGS. 6B-6C, below.

FIG. 6B is a flow diagram 600B illustrating a method for aligning VSYNCsignals when performing tuning of the VSYNC signals between a cloudgaming server and a client, in accordance with one embodiment of thepresent disclosure. For example, alignment includes synchronizing thefrequencies and/or adjusting the offset between a server VSYNC signaland a client VSYNC signal, such as for purposes of reducing one-waylatency. In particular, FIG. 6B provides additional detail to theadjusting of the relative timing between the server and client VSYNCsignals outlined in operation 610 of FIG. 6A.

At 611, the method includes sending timestamp information associatedwith the plurality of video frames (e.g. generated by the server as gamerendered video frames) from the server to the client. In one embodiment,timestamp information is sent to the client with the plurality ofcompressed video frames. In another embodiment, the timestampinformation is sent to the client separate from the plurality ofcompressed video frames.

In particular, the timestamp information includes a correspondingtimestamp for a corresponding video frame that is generated at theserver, as derived by a pixel clock of a server. In one implementation,a timestamp for a corresponding video frame may occur at a correspondingoccurrence of the server VSYNC signal used for scanning thecorresponding video frame to an encoder, such as during scan-out (e.g.occurrence of server VSYNC signal immediately prior to scan-out of acorresponding video frame). In another implementation, a timestamp for acorresponding video frame may occur at a corresponding flip-time at theserver. The timestamp gives an indication of the desired display timingof the corresponding video frame as determined by the video game, suchas when scanning or streaming to a local display—without transmissionover a network.

As the client receives the compressed video frames and decodes them, thetimestamp information is processed to create a decode timestampindicating the availability for display at the client of a correspondingvideo frame, relative to its desired display time as specified by theserver (the timestamp). As previously described, the client notes thetime, as derived from the pixel clock of the client, at the completionof decoding the corresponding video frame. This time of completion ofdecoding is subtracted from the corresponding timestamp delivered fromthe server to create a decode timestamp. Further, a first compressedvideo frame that is decoded may be normalized, such that its decodetimestamp is adjusted to zero, using a normalization factor that may beapplied (e.g. added to or subtracted from) to all subsequently measuredand/or calculated decode times for subsequently received compressedvideo frames at the client.

At 613, the method includes building one or more histograms based on thedecode timestamps measured and/or calculated. In particular, acorresponding histogram is created by binning the decode timestampinformation that is measured for compressed video frames received at aclient over a period of time. As noted above the decode timestampmeasured and normalized for a corresponding video frame gives anindication of when the decoded video frame is available for display atthe client, relative to the desired display time as indicated by theserver timestamp. In that manner, the corresponding histogram provides adistribution of the timing of the completion of decode by the clientrelative to the desired display time as specified by the server for aplurality of video frames. As such, the one or more generated histogramsmay be used to adjust the relative timing between the server and clientVSYNC signals, for purposes of reducing one-way latency and or thevariation in one-way latency between a server and client.

At 615, the relative timing between server and client VSYNC signals isadjusted to synchronize the server VSYNC frequency of the server VSYNCsignal and the client VSYNC frequency of the client VSYNC signal. In oneembodiment, drift is determined between the server VSYNC signal and theclient VSYNC signal using corresponding histograms. For example, one ormore histograms generated from video frames received by the client arecontinuously and dynamically updated. The histograms are analyzed todetermine a drift between the server VSYNC signal and the client VSYNCsignal. For example, FIG. 5B illustrates how drift (e.g. as reflected byline 590) may be determined when plotting multiple histograms, aspreviously described.

Alternative methods for determining drift between server and clientVSYNC signals may be used for synchronization. For instance, analysis ofdecode timestamps over a period of time may be performed to determine atrending increase or decrease in decode timing, which can be used todetermine the drift. In another example, drift may be calculated byanalyzing the variance between timestamp information generated at theserver and the client based timing of the receipt of the server basedtimestamp information. Also, drift may be measured between a pluralityof connected devices, which may be independent peer devices, or serverand client devices, arranged in peer-to-peer architectures, orserver/client architectures, or some combination thereof.

Further, based on the timestamp information sent from the server to theclient, at least one of the server VSYNC frequency and the client VSYNCfrequency may be adjusted to compensate for the measured drift. Forexample, the frequency of the server VSYNC signal or the client VSYNCsignal can be adjusted for a period of time such that the actualfrequencies of server and client VSYNC signals are approximately similarover that period of time. In that manner, the frequencies of the serverand client VSYNC signal are synchronized.

As previously described, the frequency of a corresponding server orclient VSYNC signal may be tuned by removing or adding a raster scanline for a vertical blanking interval of a corresponding frame period,wherein the VSYNC signal may be adjusted for a period of time. Tuningmay include overclocking or under-clocking a corresponding pixel clockthe server or client for a period of time. Further, tuning may beperformed continuously by dynamically adjusting a corresponding VSYNCsignal appropriately over time.

At 617, the relative timing between server and client VSYNC signals isadjusted by adjusting the relative offset between the server VSYNCsignal and the client VSYNC signal based on the timestamp information.Similarly, the relative phase between server and client VSYNC signalsmay be adjusted based on the timestamp. The adjustment to the relativephase or offset for the server and client VSYNC signals may be appliedto the server or client VSYNC signal, once the frequencies for serverand client VSYNC signals have been synchronized.

In particular, an adjustment to the offset between the server VSYNCsignal and the client VSYNC signal is determined based on a near worstcase decode timestamp indicated by a corresponding histogram. Forexample, the timing offset may be determined such that a predeterminednumber or threshold (e.g. 99.99 percent) of received video frames arriveat the client in time to be decoded and displayed at the nextappropriate occurrence of the client VSYNC signal. In that manner, evena near worst case scenario of one-way latency for a video frame isaccounted for when adjusting the timing offset between the server andclient VSYNC signals, such that the video frame of the near worst casescenario is received, decoded, and paced in the display buffer forstreamout to the client display. Determining the proper timing offset isfurther described in relation to FIGS. 8A-8B.

As previously described, the adjustment to the timing offset between theserver and client VSYNC signals may be achieved by tuning the serverVSYNC signal or client VSYNC signal for one or more frame periods. Forexample, the adjustment to the timing offset may be performed byadjusting the frequency of the corresponding server or client VSYNC forone or more frame periods. In particular, the frequency of acorresponding server or client VSYNC signal may be adjusted by removingor adding a raster scan line for a vertical blanking interval of acorresponding frame period, or by overclocking or under-clocking acorresponding pixel clock of the server or client.

In some embodiments, rather than first removing drift between the serverand client VSYNC signals and then establishing the proper offset betweenthe VSYNC signals, instead the timing offset is maintained by morefrequently manipulating the frequency of the server VSYNC signal orclient VSYNC signal to adjust the relative timing offset. That is, theadjustment to the offset between the server VSYNC signal and the clientVSYNC signal is continuously determined based on a near worst casedecode timestamp indicated by a corresponding histogram, whereinhistograms may be generated over shortened time periods for frequentdetermination and manipulation of the timing offset.

FIG. 6C is a flow diagram 600C illustrating another method for aligningVSYNC signals when performing tuning of the VSYNC signals between acloud gaming server and a client for purposes of reducing one-waylatency, in accordance with one embodiment of the present disclosure. Aspreviously described, alignment includes synchronizing the frequenciesand/or adjusting the offset between a server VSYNC signal and a clientVSYNC signal, such as for purposes of reducing one-way latency. Inparticular, FIG. 6C provides additional detail to adjusting of therelative timing between the server and client VSYNC signals outlined inoperation 610 of FIG. 6A.

Specifically, alternative methods for determining drift between serverand client VSYNC signals are used for synchronization, as outlined inoperations 620, which includes operations 621 and 623. In particular, at621 the method includes periodically sending timing information from theserver to the client. For example, the timing information as determinedfrom a server pixel clock may include a start of a corresponding frameperiod, length of time for a corresponding frame period, scan-out timingof a video frame to an encoder, flip time of a corresponding videoframe, etc.

Also, at 623, the timing information is analyzed to determine driftbetween the server VSYNC signal and the client VSYNC signal. Forexample, drift may be calculated by analyzing the variance betweentiming information generated at the server and the client based timingof the receipt of the server based timing information. In otherembodiments, drift may be measured for server frame periods used forgenerating video frames, wherein the drift of the server frame period ismeasured with reference to a client VSYNC signal, or some multiplethereof. Also, drift may be measured between a plurality of connecteddevices, which may be independent peer devices, or server and clientdevices, arranged in peer-to-peer architectures, or server/clientarchitectures, or some combination thereof.

Once the drift is determined, the frequency of the server VSYNC signalor the client VSYNC signal may be adjusted to compensate for the drift,wherein the adjustment may be applied over a period of time. Aspreviously described, the measured drift between the frequencies of theserver and client VSYNC signals may be used to adjust the VSYNC signalat the server or client for a period of time. Tuning of the VSYNC signalmay include removing or adding a raster scanline for a vertical blankinginterval of a corresponding frame period, or may include overclocking orunder clocking a corresponding pixel clock of the server or client.

After compensating for the drift between the frequencies of the serverand client VSYNC signals, the relative phase or offset between theserver and client VSYNC signals may be adjusted based on timestampinformation, wherein the adjustment may be applied to the server VSYNCsignal or the client VSYNC signal. In particular, adjusting the relativephase or offset is performed based on timestamp information associatedwith the server generated video frames.

In particular, at 611 the timestamp information is sent from the serverto the client. In embodiments, the timestamp information is sent withthe plurality of video frames, or sent separate from the plurality ofvideo frames. The operation 611 of flow diagram 600C was previouslydescribed in relation to flow diagram 600B of FIG. 6B. For example, thetimestamp information as determined by the server pixel clock mayindicate the timing of a corresponding occurrence of the server VSYNCsignal used for scanning the corresponding video frame to an encoder(e.g. during scan-out). In another implementation, the timestampinformation may indicate the timing for a corresponding flip time of thecorresponding video frame.

As previously described, the timestamp information is used by the clientto create decode timestamps, each indicating the availability fordisplay at the client of a corresponding video frame, relative to itsdesired display time as specified by the server (the timestamp). Thedecode timestamp may be derived by subtracting the time at the client,indicating completion of decoding for a corresponding video frame, fromthe corresponding server based timestamp information. Normalization mayalso be applied when generating the decode timestamp.

Because drift may be performed without using timestamp information, forexample to generate multiple histograms, one histogram at a particulartime is generated and used for adjusting the timing offset betweenserver and client VSYNC signals. That is, the histogram may be updatedby expanding the decode timestamps included within the histogram, butmultiple histograms over different time periods need not be generated.In particular, at 613-A, the histogram is built based on the decodetimestamps. The operation 613-A of flow diagram 600C is similar tooperation 613 previously described in relation to flow diagram 600B ofFIG. 6B. For example, the decode timestamp information is binned for thevideo frames received and decoded by the client over time to provide adistribution of the timing of the completion of decode by the clientrelative to desired display times as specified by the server (e.g.server timestamp information).

At 617, the relative phase or offset between the server and client VSYNCsignals may be adjusted based on timestamp information, wherein theadjustment may be applied to the server VSYNC signal or the client VSYNCsignal. The operation 617 of flow diagram 600C was previously describedin relation to flow diagram 600B of FIG. 6B. In particular, theadjustment to the offset is determined based on a near worst case decodetimestamp indicated by the histogram that is continually updated. Forexample, the timing offset may be determined such that a predeterminednumber of threshold (e.g., 99.99 percent) of received video framesarrive at the client in time to be decoded and displayed at the nextappropriate occurrence of the client VSYNC signal. Determining theproper timing offset is further described in relation to FIGS. 8A-8B.

Adjustment to the timing offset between server and client VSYNC signalsis performed by tuning the server or client VSYNC signal for one or moreframe periods. For example, the adjustment may be performed by adjustingthe frequency of the server or client VSYNC signal for one or more frameperiods by removing or adding a raster scanline for a vertical blankinginterval of a corresponding frame period, or by overclocking or underclocking a corresponding pixel clock of the server or client.

In some embodiments, the drift operation 620 of FIG. 6C is not performedwhen establishing the proper offset between the VSYNC signals. Insteadthe timing offset is maintained by more frequently manipulating thefrequency of the server VSYNC signal or client VSYNC signal to adjustthe relative timing offset. That is, the adjustment to the offsetbetween the server VSYNC signal and the client VSYNC signal iscontinuously determined based on a near worst case decode timestampindicated by a corresponding histogram, wherein the adjustment to theoffset may be performed at shortened interval periods.

With the detailed description of the various client devices 210 and/orthe cloud gaming network 290 (e.g., in the game server 260) of FIGS.2A-2D, flow diagram 700 of FIG. 7 illustrates an alternative method forreducing one-way latency between a cloud gaming server and a client, inaccordance with one embodiment of the present disclosure. In particular,flow diagram 700 illustrates a method for tuning a client VSYNC signalin relation to the generation of compressed video frames at a server,wherein video frames are generated during similarly sized frame periods,in accordance with one embodiment of the present disclosure.

At 710, the method includes generating a plurality of video frames atthe server during a plurality of frame periods, where the frame periodsare approximately equal in size. The cloud gaming server may turn off,or not implement, a server VSYNC signal, as there is no need for adisplay at the server when streaming video frames to a client, in oneembodiment. Instead, the server may utilize a regular (e.g. periodic) ornearly regular signal that is used for timing during the generation ofgame rendered video frames when processing a video game. For example,the server may use frame periods that are approximately equal in sizeinstead of using a server VSYNC signal. Generation of a plurality ofvideo frames occurs within a plurality of frame periods, such that agame rendered video frame is generated within a corresponding frameperiod. The server may be executing a video game in a streaming mode,such that the CPU of the server executes the video game responsive toinput commands from a user to generate the game rendered video framesusing a graphics pipeline.

At 720, the method includes setting, at a client, a client VSYNC signalto a client VSYNC frequency. The client VSYNC signal is used forrendering to a display associated with the client. Timing for renderingand displaying video frames at the client may be referenced to theclient VSYNC signal, such that a corresponding video frame can bedisplayed beginning with a corresponding occurrence of a client VSYNCsignal.

At 730, the method includes sending a plurality of compressed videoframes based on the plurality of video frames from the server to theclient. In particular, the game rendered video frames are delivered(e.g. during scan-out 402) to an encoder at the server, wherein theencoder is configured to perform compression on the game rendered videoframes. The plurality of compressed video frames is transmitted (e.g.streamed) to the client for display, such as during a gaming session.Transmission of the compressed video frames need not being in alignmentwith a frame period, such that transmission may being as soon as aportion of a corresponding video frame, or when the complete videoframe, has been encoded.

At 740, the method includes decoding and displaying, at the client, theplurality of compressed video frames. As previously described, theclient receives and decodes the plurality of compressed video frames.For example, the client may receive one or more encoded slices for acorresponding compressed video frame, which are then decoded. Thedecoded video frame is placed into a display buffer. During decoding thedecoded slices may be rendered for display, wherein rendering includesgenerating screen slices (e.g. scanlines) from the decoded slices of acorresponding video, which are then streamed to a display of the client.For example, pixel data of decoded slices of a corresponding video framemay be placed into the proper addresses of the display buffer forstreaming (e.g. scanline by scanline) to the display.

At 750, the method includes sending timing information related to theplurality of frame periods from the server to the client. The timinginformation may indicate when each of the frame periods begin at theserver. Because the frame periods are approximately equal, the timingfor one frame period (e.g. server timestamp), as delivered to theclient, allows the client to track timing for each of the frame periods(e.g., periodically adding a frame period to the last calculatedtimestamp). In that manner, the client is able to correlate timinginformation, either received from the server or calculated at theclient, to corresponding video frames received at the client. The timinginformation as determined at the client may give an indication of thedesired display timing of the corresponding video frame as determined bythe video game executing at the client, such as when the video frame hasbeen generated, and is theoretically scanned to or streamed to a localdisplay—without transmission over a network.

At 760, the method includes analyzing the timing of one or more clientoperations to adjust the relative timing of the client VSYNC signal andthe generation of the plurality of compressed video frames at theserver, as the client receives the plurality of compressed video frames.In particular, the server frame period (e.g. duration) or the clientVSYNC signal may be manipulated to adjust the relative timing offset ofthe server frame periods with regards to the client VSYNC signal (orsome multiple thereof).

For example, drift between the client calculated server frame periodsand the client VSYNC signal may be determined. Compensation for thedrift may be applied to the server frame period or the client VSYNCsignal for synchronization. For example, at the client, the frequency ofthe client VSYNC signal may be tuned by removing or adding a rasterscanline for a vertical balancing interval of a corresponding frameperiod, wherein the VSYNC signal may be adjusted for a period of time.Also, tuning may include overclocking or under clocking a pixel clock ofthe client. In addition, to adjust the relative offset, one or morehistograms may be built at the client o give an indication of whendecoded video frames are available at the client, relative to when thevideo frames were generated at the server (e.g. desired display time).The histogram may be built using the same techniques as previouslydescribed, with slight modification such as using the client determinedframe periods to indicate when the video frames are generated andintended for display.

FIG. 8A is a diagram 800A illustrating the building and use of ahistogram 850 providing the distribution of decode timestamps for videoframes, indicating the availability for display at the client of thevideo frame relative to its desired display time as specified by theserver, as previously described, wherein the histogram is configured fordetermining an adjustment of the offset between VSYNC signals at theserver and client, in accordance with one embodiment of the presentdisclosure. As shown, video frames are generated at the server(operation 401), scan-out is performed on the game rendered video framesto an encoder (operation 402) for compression (operation 403), andtransmitted to the client (operation 404). The client receives theencoded video frames (operation 405), decompresses the encoded videoframes (operation 406), and renders the video frames for display (e.g.,translates the decoded video frames into scanlines in operation 407).

As previously described, server based timestamp information is deliveredin association with the compressed/encoded video frames to the clientfor purposes of building one or more histograms used for determining theoffset; the timestamp information gives the desired display time asspecified by the server, which may not be sending a compressed videoframe for each frame period. In particular, the histogram may containdecode timestamps, which indicate the availability for display at theclient of a video frame, relative to its desired display time asspecified by the server (e.g. server based timestamp information). Asthe server timestamps and client timestamps may be defined by theirindividual clocks, which are not synchronized, it may be beneficial tonormalize the decode timestamps. For example, normalization may includesubtracting the value of the first decode timestamp from all decodetimestamps; this results in an initial decode timestamp of zero, and allsubsequent timestamps are relative to it.

As shown in FIG. 8A, the built histogram 850 can be used to determinethe proper offset between a server VSYNC signal and a client VSYNCsignal. As previously described, the histogram provides for adistribution of decode timestamps, which indicate availability fordisplay relative to desired display time. A VSYNC offset 430 betweenserver and client exists such that a predetermined number or threshold(e.g., 99.99 percent) of received video frames arrive at the client andare decoded in time to be displayed at the next appropriate occurrenceof the client VSYNC signal; the remaining number (e.g. 0.01 percent)arrive too late for display and may be dropped, in one embodiment. Inother words, the VSYNC offset 430 accommodates for a near worst caselatency when receiving, decoding and displaying rendered video frames.The encode 403, transmit 404, receive 405 and decode 406 in FIG. 8A showa near-worst frame (e.g. 99.99^(th) percentile); if the proper VSYNCoffset 430 has been established then there will be no margin between thedecode of this frame and its display. One or more client buffers 820 maybe implemented to accommodate for video frames having lower decodetimestamps (e.g. indicating the lowest one-way latency), such that theencode 403, transmit 404, receive 405, and decode 406 are binned earlyin the histogram (e.g. below the 25^(th) percentile). In this specificexample four buffers are needed, three for the frames as they aredecoded (the three Buffers 820) and one for the currently displayedframe (not shown).

A series of theoretical timing diagrams 850A through 850D are providedfor the client VSYNC signal 312, wherein timing diagram 850C (andaccompanying display 407) illustrates the ideal client VSYNC 312C. Sincethere is no direct synchronization of clocks or timestamp (e.g., througha third party timing mechanism, such as a universal clock), the offset430 is not directly set; instead, the current client VSYNC 312 may beadjusted, using the near-worst case timing information in the histogram,to become the ideal client VSYNC timing 312C, as previously described.Alternatively the server VSYNC may be adjusted to create the properoffset, as previously described.

The server timestamp information is collected and/or received by theclient. As previously described, the timestamp information may includethe time when a corresponding video frame was generated (e.g.,flip-time, when scan-out occurred, the occurrence of a server VSYNCsignal when scan-out occurred, etc.). Additional information may becollected at the server and/or client and used for building orinterpreting the histogram, and is referred to as “histograminformation,” as more fully described below.

On the server side, additional histogram information may include encodetime statistics, such as: the number of scene changes; the mean and/orstandard deviation of the encode time for I-frames; and the mean and/orstandard deviation of the encode time for P-frames. The encode timestatistics may be delivered as a periodic message from the server to theclient. In addition, the histogram information may include the time toprepare an encoder slice by the encoder, which may be delivered as aperiodic message from the server to the client. Also, the histograminformation may include actual server side VSYNC timing and targetedVSYNC timing, which may be added to packet headers. Further, thehistogram information may include an average number of slices perI-frame vs P-frames.

At the server, the histogram information may include a round trip time(RTT) measurement to derive the one-way network latency for sending anencoded slice (e.g., encoder slice that is compressed). The RTTmeasurement may be used to determine the transmission time needed tosend a packet to the client (e.g., without any further processingperformed by the client, such as decode and render). For example, theRTT may be determined by sending a heartbeat packet from the server tothe client, wherein the packet includes a unique identifier. The clientsends a heartbeat response back to the server along with the uniqueidentifier so the server can calculate the RTT. The one-way networklatency is approximately half the RTT. By periodically measuring theRTT, network or transmission jitter may be analyzed and/or determined(e.g., spikes in RTT) when used to build the histogram. For example, themeasured one-way network latency as measured through RTT may be used asthe transmission time for all video frames received until the next RTTmeasurement.

At the client, additional histogram information may include decode timefor each received encoded video frame. In addition, the histograminformation may include the render preparation time for each decodedvideo frame, wherein the render preparation may include converting thedecoded video frame slices into scanlines or screen slices.

In addition, at the server additional histogram information may includethe maximum send rate which defines the total network throughput (e.g.,bandwidth) that the server thinks is available to the client. This maybe used to determine the maximum rate that encoder slices of encodedvideo frames can be sent out. The maximum rate will fluctuate based onthe stability of the network connection to the client, and the offsetcan be dynamically adjusted to accommodate the fluctuation. Further, themaximum send rate can be adjusted independently of encoder parameters,such that slices can be sent out quicker if the encoder is configured tonot produce slices at the maximum send rate.

For example, maximum bandwidth or maximum send rate may be determined bymeans of a feedback mechanism from the client. One way to perform thisis to have the client return the number of packets it has received overa range of incremental sequence IDs (identifiers), or a range of frames.For example, the client may report something like, 145 of 150 framesreceived for sequence IDs 100 to 250. The server calculates the packetloss, knows the amount of bandwidth that was being sent during thatsequence of packets, and can determine what the client's maximumbandwidth is. The client cannot make this determination because theamount of bandwidth being sent is constantly fluctuating due to variablebitrate, scene complexity, etc. That is, the client does not know if theserver is sending the maximum bandwidth the client can handle at anygiven moment. For example, the maximum bandwidth may be 15 Mbps(megabits per second), but the scene complexity may be low due to theuser being on a menu (static video frames having low complexity and novariation between frames). As a result, only 2 Mbps is being sent.Hence, if the client reports 0% packet loss, this does not tell theserver if the client can still handle 15 Mbps. Hence, only when theserver is sending the maximum bandwidth can the true maximum bandwidthbe determined.

FIG. 8B illustrates histogram 850 showing the distribution of decodetimestamps. In this case it is normalized in such a way that thenumerically smallest decode timestamp is assigned a value of zero (e.g.,the smallest decode timestamp is subtracted from all decode timestamps),in one embodiment. In particular, the x-axis shows time in millisecondsfor corresponding decode timestamps, such as between 0 and beyond 60milliseconds (ms). The y-axis shows the number of video frames receivedby the client for a corresponding decode timestamp.

Purely for illustration, the decode timestamps may vary overapproximately a 60 ms (millisecond) range, and indicate 60 ms ofvariability in the availability for display at the client of videoframes relative to their desired display time as specified by theserver. That is, some frames may be available for display approximately60 ms earlier or later relative to other frames. Variability inavailability of specific frames for display may be due to variances inserver and client processing, scene complexity, variances in networkpaths, packet delay variance, and other factors. By analyzing worst ornear-worst case decode timestamps, it is possible to determine the idealrelationship between server VSYNC signal and client VSYNC signal. Thatis, an ideal relative offset between the timing of the client VSYNCsignal and the server VSYNC signal may be determined to maximize thenumber of received and decompressed video frames available to bedisplayed at the appropriate client VSYNC signal, as previouslydescribed. In that manner, diagram 800B shows a width of thedistribution of decode timestamps 755 (e.g., approximately 57 ms) withinwhich 99.99 percent of the video frames received by the client wouldarrive and be decoded in time for display at the next appropriateoccurrence of the client VSYNC signal.

This width of the distribution of decode timestamps 755 (including alldecode timestamps up to the near-worst case but excluding those beyondit) can be used to determine the required amount of overall bufferingneeded for decoded video frames. If the width 755 is less than a frameperiod, then two buffers are required, as one is needed for the framesas they are decoded, and one is needed for display. If the width isgreater than a frame period but less than two frame periods, then threebuffers are needed, and so on. In our specific example of a width of 57ms, if a frame period is 16.67 ms then five frame buffers are required.The decode timestamp indicates the availability of the decoded framerelative to the desired display time, so video frames with lower decodetimestamps are held in buffers for longer periods of time prior todisplay, and video frames with higher decode timestamps are held inbuffers for shorter periods of time prior to display.

In one embodiment, the histogram is dynamically regenerated. In anotherembodiment, the amount of frame buffering is dynamically set by theclient over time. In yet another embodiment, frames that arrive and aredecoded too late to be displayed at the desired display time are skipped(i.e. not displayed).

With the detailed description of the various client devices 210 and/orthe cloud gaming network 290 (e.g., in the game server 260) of FIGS.2A-2D, flow diagram 900 of FIG. 9 illustrates a method for building ahistogram providing the distribution of elapsed timing for video framesbetween the time they are generated at a cloud gaming server and thetime they arrive and/or are ready for display at a client, wherein thehistogram is configured for determining a buffer size at the client, inaccordance with one embodiment of the present disclosure. As previouslydescribed, the histogram is also configured for determining a properoffset between VSYNC signals at the server and the client.

The operations 601, 603, 605, 611, and 613 were previously described inrelation to flow diagrams 600A of FIG. 6A and 600B of FIG. 6B anddisclose the adjustment of the relative timing between server and clientVSYNC signals (e.g., synchronize frequencies and adjust timing offset orphase). In summary, at 601, the method includes setting, at a server, aserver VSYNC signal to a frequency, the server VSYNC signalcorresponding to generation of video frames at the server during frameperiods of the server VSYNC signal. At 603, the method includes setting,at a client, a client VSYNC signal to correspond to the frequency, theclient VSYNC signal used for rendering to a display associated with theclient. At 605, the method includes sending compressed video framesbased on the video frames being generated from the server to the clientover a network using the server VSYNC signal.

At 611, the method includes sending timestamp information associatedwith the compressed video frames to the client. For example, thetimestamp information may be sent with or separate from the compressedvideo frames, wherein the timestamp information gives an indication ofthe desired display timing of a corresponding video frame as determinedby the video game, such as when theoretically scanning or streaming to alocal display—without transmission over a network. As the clientreceives and decodes the compressed video frames, the timestampinformation is processed to create a decode timestamp indicating theavailability for display at the client of the corresponding video frame,relative to its desired display time (e.g. server timestamp) asspecified by the server. In one embodiment, the decode timestamp may benormalized as the server and client timing may be defined bycorresponding individual clocks, which are not synchronized. A fulldiscussion on timestamp information was provided in relation to FIGS.6B-6C, and 8A-8B, and is equally applicable in relation to FIG. 9.

At 613, the method includes building a histogram based on the decodetimestamp measured and/or calculated at the client. For example, acorresponding histogram may be created by binning the decode timestampinformation related to compressed video frames received and decoded atthe client over a period of time. Because the decode timestampsindicates indicating the availability for display at the client of videoframes, relative to their desired display time (e.g. server timestamp)as specified by the server, the histogram also provides a distributionof the timing of the completion of decode of video frames received bythe client relative to the desired display time as specified by theserver (e.g. server timestamp information). A full discussion ontimestamp information was provided in relation to FIGS. 6B-6C and 8A-8B,and is equally applicable in relation to FIG. 9.

At 910, the method includes measuring the width of the histogram at aparticular point in time. For example, the width of the distribution ofdecode timestamps in the histogram may be measured such that apredetermined number or threshold (e.g., 99.99 percent) of receivedvideo frames arrive at the client in time to be displayed at the nextappropriate occurrence of the client VSYNC signal 312 (to be clear, theremaining 0.01 percent of received video frames are not included whenmeasuring the width). In particular, the width of the histogram may beused for setting the amount of frame buffering required by the client ata particular moment in time. As such, at 920, the method dynamicallysets a number of display buffers at the client based on the width of thehistogram and the frame period of the synchronized server and clientVSYNC signals, wherein the histogram 750 is generated at a particularpoint in time. As previously described, if the width is less than aframe period, then two frame buffers are needed, etc. In that manner,video frames with lower decode timestamps are held in buffers for longerperiods of time, whereas video frames with higher decode timestamps areheld in buffers for shorter periods of time.

With the detailed description of the various client devices 210 and/orthe cloud gaming network 290 (e.g., in the game server 260) of FIGS.2A-2D, flow diagram 1000 of FIG. 10 illustrates a method for adjustingthe relative timing between VSYNC signals between two or more devices,in accordance with one embodiment of the present disclosure. Inparticular, flow diagram 1000 may be used to compensate for drift and/orto adjust the offset or phase between two or more VSYNC signals ofcorresponding devices.

At 1010, the method includes setting, at a plurality of devices, aplurality of VSYNC signals to a plurality of VSYNC frequencies, whereina corresponding device VSYNC signal of a corresponding device is set toa corresponding device VSYNC frequency. That is, each of the devicessets a corresponding VSYNC signal using a corresponding pixel clock.Further, the frequencies may be similar, such as being set to the sameapparent frequency, though their actual frequencies may be different dueto variances between the various pixel clocks. These VSYNC signals maybe used for the generation of video frames (e.g. at a server in aserver/client architecture) and/or the display of video frames (e.g. ata client in a server/client architecture. Also, these VSYNC signals maybe used for both the generation of video frames and the display of videoframes, such as at devices in a peer-to-peer architecture, where eachdevice is executing a video game locally, but the timing of theirexecution and display of video frames may be coordinated.

At 1020, the method includes sending a plurality of signals between theplurality of devices, which are analyzed and used to adjust the relativetiming between corresponding device VSYNC signals of at least twodevices. Relative timing may be adjusted between devices configured in aserver/client architecture, or configured in a peer-to-peerarchitecture. For example, the signals may include server timestampinformation, or server timing information, that give an indication as towhen a corresponding video frame is intended for display by the server,as previously described. In that manner, the VSYNC signals of theplurality of devices may be synchronized (e.g. synchronizing thefrequencies of the VSYNC signals) by determining drift between at leasttwo VSYNC signals. Also, a timing offset and/or timing phase may beadjusted between at least two VSYNC signals.

In particular, at least two of the devices may be configured in aserver/client architecture, in one embodiment. In another embodiment,the devices are arranged in a multi-tenant configuration (e.g. oneserver for multiple client devices). For example, a first device may bea server device, wherein a server VSYNC signal is set to a server VSYNCfrequency. The server VSYNC signal corresponds to generation of aplurality of video frames during execution of an application at theserver device during a plurality of frame periods for the server VSYNCfrequency. A plurality of compressed video frames is sent from theserver device to each of the remaining devices (e.g. client devices) inthe plurality of devices over a network based on the server VSYNCsignal. For example, the server VSYNC signal provides timing for thegeneration and encoding of the video frames at the server. Thecompressed video frames being based on the video frames being generatedby the server device. Each of the receiving devices (e.g. the remainingdevices) decode and display the compressed video frames that arereceived. The display of the decoded video frames may be synchronizedbetween each of the receiving devices.

In particular, the relative timing may be adjusted between devices tocompensate for drift and/or to adjust a timing offset or phase betweenVSYNC signals of the devices. Drift and the adjusting of the timingoffset or phase may be determined using the techniques previouslydescribed in relation to FIGS. 6A-6C, 7, and 8A-8B. Adjusting therelative timing between VSYNC signals of two devices may occur at eitherdevice, and may include adjusting frequency by removing or adding araster scanline for a vertical blanking interval of a correspondingframe period of a corresponding device VSYNC signal for a correspondingdevice, or overclocking or underclocking a corresponding clock of acorresponding device.

In particular, at least two of the devices may be configured in apeer-to-peer architecture, in one embodiment. For example, each of thedevices may be independent peer devices. That is, none of the devices isa server device. In that manner, the devices may be configured forpeer-to-peer gaming. Each of the devices is generating a plurality ofvideo frames by processing the same video game. The independent peerdevices may be operating in a multi-player mode for a specific videogame using back-end server support that controls a multi-player gamingsession. The back-end server may enable state sharing between thedevices by managing state data for each of the user in the multi-playergaming session. State data may include game state data that defines thestate of the game play (of a gaming application) for a correspondinguser at a particular point. For example, game state data may includegame characters, game objects, game object attributes, game attributes,game object state, graphic overlays, etc. In that manner, objects andcharacters may be inserted into each of the gaming environments of theusers participating in the multi-player gaming session, such that thegame play for each user is customized to each user via state sharing.Also, the game play for each user may be synchronized based on the statesharing. That is, video frames being displayed at each of the devicesmay be synchronized as reflected in the synchronized game play. In thatmanner, one user may not gain an advantage by continuously receiving anddisplaying video frames on a corresponding device sooner than the videoframes of game plays of other users. Alternatively, no back-end serveris involved, in which case the VSYNC relationship between the peers isoptimized for minimal latency between receiving control or stateinformation from the other peer and display of a video frame that usesthe information received from the other peer.

FIG. 11A illustrates the overlapping of receiving, decoding, andrendering of decompressed video frames for display at a client 210, inaccordance with one embodiment of the present disclosure. In particular,one-way latency between a server (not shown) and a client 210 in cloudgaming applications may be reduced by overlapping operations ofreceiving, decoding, and displaying of a particular video frame.

For example, the client in cloud gaming applications receives anddecodes video frames. In particular, the client receiving an encodedvideo frame 1105 at receive operation 405, wherein a server executes avideo game to generate a game rendered video frame which is then encodedat an encoder at the server and delivered to the client as the encodedvideo frame 1105. The encoded video frame 1105 includes one or moreencoded slices that are compressed by the encoder at the server. Theclient includes a decoder configured for decoding the one or moreencoded slices in the encoded video frame at decode operation 406. Inone embodiment, the decode process begins before the corresponding videoframe is fully received at the client. Because the decoder performsdecode on an encoded slice-by-slice basis, the decoded video frame 1106includes one or more encoder slices. Thereafter, the decoded video frame1106 is then prepared for displaying, such as rendering the informationin the decoded video frame 1106 into scanlines or screen slices.Thereafter, the client rendered video frame 1107 is ready for display.

One-way latency between the server and client can be reduced by havingthe client 210 begin the display of a video frame at operation 407before the video frame has been completely decoded at operation 406. Inparticular, one or more decoded slices of a video frame may be preparedfor rendering to a display before the video frame has been fullydecoded. That is, the display operation at 407 overlaps the decodeoperation at 406. In particular, the first encoded slice (e.g., slice A)must arrive and be decoded before client scan-out begins to the display.In addition, all subsequent encoded slices must arrive and be decodedbefore their respective decompressed data is rendered and scanned outfor display.

Further, in addition to overlapping the receiving and decodingoperations at the client, the display of one or more decoded slices thatare then rendered in preparation for displaying can occur even beforethe encoded video frame sent by the server has been fully received atthe client. That is, one or more of the receive, decode, and displayoperations at the client may be overlapped for a corresponding videoframe. Moreover, when overlapping multiple operations at both the serverand the client, one or more decoded slices of a rendered video framethat are then rendered in preparation for displaying can be displayed atthe client even before the scan-out operation at the server has fullycompleted, wherein scan-out delivers the game rendered video frame tothe encoder at the server, in one embodiment.

The overlapping of display at operation 407 and decode at operation 406may be performed on an encoder slice-by-slice basis. In that manner, anencoded slice may be displayed before one or more subsequent encodedslices have been received. In order to do that, forward error correction(FEC) data must be interleaved between encoded slices of thecorresponding video frame. In particular, an encoded slice may bepartitioned into one or more network packets. A FEC packet may be usedto correct one or more packets associated with a slice. As such, FECpackets may be interleaved between packets of multiple slices. In thatmanner, forward error correction can be used earlier to correct formissing and/or corrupted packets of slices without waiting for theentire set of packets of a frame (e.g., data and FEC) to be received bythe client. This provides for overlapping the decode and displayoperations at the client.

In one embodiment, decode timestamps may be created for each slice,indicating the availability of the slice for display at the clientrelative to its desired display time as specified by the server. Thedecode timestamp may be calculated by taking the time of completion ofdecode 406 of the slice at the client, subtracting the timestampreceived from the server indicating ideal display time of the frame, andadding the time within the display process 407 that the decompressedslice data is used (i.e., add 0 ms if the decompressed slice data isneeded immediately, add 8.33 ms if the slice data is needed halfwaythrough the 16.67 ms frame period, and so on). It may be beneficial tonormalize the decode timestamps in some way, such as subtracting thefirst decode timestamp from all other timestamps.

The decode timestamps may be placed in a histogram, similar to those asillustrated in FIGS. 5A-5B and 8A-8B. The worst case or near-worst case(e.g., 99.999%) decode timestamp, as determined by the histogram, can beused to adjust relative server and client VSYNC timing and therebyreduce one-way latency. If slices arrive and are decoded late, existingcontents of the display buffer will be used for display, leading tovisible corruption or “tearing,” so a very high threshold such 99.999%is desirable, providing for 1 missed frame out of a hundred thousandvideo frames that are generated at server 260 and displayed at theclient 210.

With the detailed description of the various client devices 210 and/orthe cloud gaming network 290 (e.g., in the game server 260) of FIGS.2A-2D, flow diagram 1100B of FIG. 11B illustrates a method of cloudgaming wherein encoded frames are received at a client from a server anddecoded and rendered for display, wherein the decoding and displaying ofa video frame may be overlapped for purposes of reducing one-waylatency, in accordance with one embodiment of the present disclosure.The ability to overlap one or more operations at the client is achievedthrough managing the one-way latency between the server and the client,as previously described in FIGS. 4-10. For example, relative timingbetween server and client VSYNC signals is adjusted to reduce and/orminimize variability in the one-way latency between the server andclient.

At 1110, the method includes receiving an encoded video frame at aclient, wherein a server executes an application to generate a renderedvideo frame which is then encoded at an encoder at the server as theencoded video frame, wherein the encoded video frame includes one ormore encoded slices that are compressed. For example, the servergenerates a plurality of video frames using a server VSYNC signal. Eachof the video frames may be sent to an encoder for compression, whereineach video frame may be encoded into one or more encoded slices. Aspreviously described, the start of encoding for a corresponding videoframe may be aligned with the server VSYNC signal. The compressed videoframes are then transmitted to the client, wherein transmission need notbe in alignment with the server VSYNC signal, and may begin as soon asan encoder slice or the complete video frame has been encoded. Thecompressed video frames are received by the client.

At 1120, the method includes decoding the one or more encoded slices ata decoder of the client to generate one or more decoded slices. In oneembodiment, the decoding of the one or more encoded slices may beginbefore fully receiving the encoded video frame at the client. Forexample, the client receives one or more encoded slices for acorresponding video frame. Each of the encoded slices are then decodedand placed into a display buffer, such that the decoded video frame isplaced into the display buffer.

At 1130, the method includes rendering the one or more decoded slicesfor display at the client. In particular, during the decoding processthe decoded slices may be rendered for display, wherein renderingincludes generating screen slices (e.g. scanlines) from the decodedslices of a corresponding video frame, which are then streamed to adisplay of the client.

At 1140, the method includes begin displaying the one or more decodedslices that are rendered before fully receiving the one or more encodedslices at the client, in one embodiment. In particular, a decoded slicethat has been placed into the display buffer may be immediately streamedto the display of the client. As such, the client operations of receiveand display may be overlapped.

In another embodiment, the method includes begin displaying the one ormore decoded slices that are rendered at the display before fullydecoding the one or more encoded slices. In particular, a decoded slicethat has been placed into the display buffer may be immediately streamedto the display of the client. As such, the client operations of decodeand display may be overlapped.

FIG. 12 illustrates components of an example device 1200 that can beused to perform aspects of the various embodiments of the presentdisclosure. For example, FIG. 12 illustrates an exemplary hardwaresystem suitable for streaming media content and/or receiving streamedmedia content, including tuning a VSYNC signal of a server or client tosynchronize and/or adjust the offset of VSYNC signals between a serverand a client, for providing dynamic buffering on the client, and foroverlapping decoding and displaying of video frames at the client, inaccordance with embodiments of the present disclosure. This blockdiagram illustrates a device 1200 that can incorporate or can be apersonal computer, a server computer, gaming console, mobile device, orother digital device, each of which is suitable for practicing anembodiment of the invention. Device 1200 includes a central processingunit (CPU) 1202 for running software applications and optionally anoperating system. CPU 1202 may be comprised of one or more homogeneousor heterogeneous processing cores.

In accordance with various embodiments, CPU 1202 is one or moregeneral-purpose microprocessors having one or more processing cores.Further embodiments can be implemented using one or more CPUs withmicroprocessor architectures specifically adapted for highly paralleland computationally intensive applications, such as media andinteractive entertainment applications, of applications configured forgraphics processing during execution of a game.

Memory 1204 stores applications and data for use by the CPU 1202 and GPU1216. Storage 1206 provides non-volatile storage and other computerreadable media for applications and data and may include fixed diskdrives, removable disk drives, flash memory devices, and CD-ROM,DVD-ROM, Blu-ray, HD-DVD, or other optical storage devices, as well assignal transmission and storage media. User input devices 1208communicate user inputs from one or more users to device 1200, examplesof which may include keyboards, mice, joysticks, touch pads, touchscreens, still or video recorders/cameras, and/or microphones. Networkinterface 1209 allows device 1200 to communicate with other computersystems via an electronic communications network, and may include wiredor wireless communication over local area networks and wide areanetworks such as the internet. An audio processor 1212 is adapted togenerate analog or digital audio output from instructions and/or dataprovided by the CPU 1202, memory 1204, and/or storage 1206. Thecomponents of device 1200, including CPU 1202, graphics subsystem 1214including GPU 1216 and GPU cache 1218, memory 1204, data storage 1206,user input devices 1208, network interface 1209, and audio processor1212 are connected via one or more data buses 1222.

A graphics subsystem 1214 is further connected with data bus 1222 andthe components of the device 1200. The graphics subsystem 1214 includesa graphics processing unit (GPU) 1216 and graphics memory 1218. Graphicsmemory 1218 includes a display memory (e.g., a frame buffer) used forstoring pixel data for each pixel of an output image. Graphics memory1218 can be integrated in the same device as GPU 1216, connected as aseparate device with GPU 1216, and/or implemented within memory 1204.Pixel data can be provided to graphics memory 1218 directly from the CPU1202. Alternatively, CPU 1202 provides the GPU 1216 with data and/orinstructions defining the desired output images, from which the GPU 1216generates the pixel data of one or more output images. The data and/orinstructions defining the desired output images can be stored in memory1204 and/or graphics memory 1218. In an embodiment, the GPU 1216includes 3D rendering capabilities for generating pixel data for outputimages from instructions and data defining the geometry, lighting,shading, texturing, motion, and/or camera parameters for a scene. TheGPU 1216 can further include one or more programmable execution unitscapable of executing shader programs.

The graphics subsystem 1214 periodically outputs pixel data for an imagefrom graphics memory 1218 to be displayed on display device 1210, or tobe projected by a projection system (not shown). Display device 1210 canbe any device capable of displaying visual information in response to asignal from the device 1200, including CRT, LCD, plasma, and OLEDdisplays. Device 1200 can provide the display device 1210 with an analogor digital signal, for example.

Other embodiments for optimizing the graphics subsystem 1214 couldinclude multi-tenancy GPU operations where a GPU instance is sharedbetween multiple applications, and distributed GPUs supporting a singlegame. The graphics subsystem 1214 could be configured as one or moreprocessing devices.

For example, the graphics subsystem 1214 may be configured to performmulti-tenancy GPU functionality, wherein one graphics subsystem could beimplementing graphics and/or rendering pipelines for multiple games, inone embodiment. That is, the graphics subsystem 1214 is shared betweenmultiple games that are being executed.

In other embodiments, the graphics subsystem 1214 includes multiple GPUdevices, which are combined to perform graphics processing for a singleapplication that is executing on a corresponding CPU. For example, themultiple GPUs can perform alternate forms of frame rendering, whereinGPU 1 renders a first frame, and GPU 2 renders a second frame, insequential frame periods, and so on until reaching the last GPUwhereupon the initial GPU renders the next video frame (e.g., if thereare only two GPUs, then GPU 1 renders the third frame). That is the GPUsrotate when rendering frames. The rendering operations can overlap,wherein GPU 2 may begin rendering the second frame before GPU 1 finishesrendering the first frame. In another implementation, the multiple GPUdevices can be assigned different shader operations in the renderingand/or graphics pipeline. A master GPU is performing main rendering andcompositing. For example, in a group including three GPUs, master GPU 1could perform the main rendering (e.g., a first shader operation) andcompositing of outputs from slave GPU 2 and slave GPU 3, wherein slaveGPU 2 could perform a second shader (e.g., fluid effects, such as ariver) operation, the slave GPU 3 could perform a third shader (e.g.,particle smoke) operation, wherein master GPU 1 composites the resultsfrom each of GPU 1, GPU 2, and GPU 3. In that manner, different GPUs canbe assigned to perform different shader operations (e.g., flag waving,wind, smoke generation, fire, etc.) to render a video frame. In stillanother embodiment, each of the three GPUs could be assigned todifferent objects and/or parts of a scene corresponding to a videoframe. In the above embodiments and implementations, these operationscould be performed in the same frame period (simultaneously inparallel), or in different frame periods (sequentially in parallel).

Accordingly, the present disclosure describes methods and systemsconfigured for streaming media content and/or receiving streamed mediacontent, including tuning a VSYNC signal of a server or client tosynchronize and/or adjust the offset of VSYNC signals between a serverand a client, for providing dynamic buffering on the client, and foroverlapping decoding and displaying of video frames at the client.

It should be understood that the various embodiments defined herein maybe combined or assembled into specific implementations using the variousfeatures disclosed herein. Thus, the examples provided are just somepossible examples, without limitation to the various implementationsthat are possible by combining the various elements to define many moreimplementations. In some examples, some implementations may includefewer elements, without departing from the spirit of the disclosed orequivalent implementations.

Embodiments of the present disclosure may be practiced with variouscomputer system configurations including hand-held devices,microprocessor systems, microprocessor-based or programmable consumerelectronics, minicomputers, mainframe computers and the like.Embodiments of the present disclosure can also be practiced indistributed computing environments where tasks are performed by remoteprocessing devices that are linked through a wire-based or wirelessnetwork.

With the above embodiments in mind, it should be understood thatembodiments of the present disclosure can employ variouscomputer-implemented operations involving data stored in computersystems. These operations are those requiring physical manipulation ofphysical quantities. Any of the operations described herein that formpart of embodiments of the present disclosure are useful machineoperations. Embodiments of the disclosure also relate to a device or anapparatus for performing these operations. The apparatus can bespecially constructed for the required purpose, or the apparatus can bea general-purpose computer selectively activated or configured by acomputer program stored in the computer. In particular, variousgeneral-purpose machines can be used with computer programs written inaccordance with the teachings herein, or it may be more convenient toconstruct a more specialized apparatus to perform the requiredoperations.

The disclosure can also be embodied as computer readable code on acomputer readable medium. The computer readable medium is any datastorage device that can store data, which can be thereafter be read by acomputer system. Examples of the computer readable medium include harddrives, network attached storage (NAS), read-only memory, random-accessmemory, CD-ROMs, CD-Rs, CD-RWs, magnetic tapes and other optical andnon-optical data storage devices. The computer readable medium caninclude computer readable tangible medium distributed over anetwork-coupled computer system so that the computer readable code isstored and executed in a distributed fashion.

Although the method operations were described in a specific order, itshould be understood that other housekeeping operations may be performedin between operations, or operations may be adjusted so that they occurat slightly different times, or may be distributed in a system whichallows the occurrence of the processing operations at various intervalsassociated with the processing, as long as the processing of the overlayoperations are performed in the desired way.

Although the foregoing disclosure has been described in some detail forpurposes of clarity of understanding, it will be apparent that certainchanges and modifications can be practiced within the scope of theappended claims. Accordingly, the present embodiments are to beconsidered as illustrative and not restrictive, and embodiments of thepresent disclosure is not to be limited to the details given herein, butmay be modified within the scope and equivalents of the appended claims.

What is claimed is:
 1. A method, comprising: setting a first pluralityof VSYNC signals at a first device to a selected frequency; executing afirst instance of a video game at the first device, wherein a firstplurality of frames is generated based on the first plurality of VSYNCsignals; setting a second plurality of VSYNC signals at a second deviceto the frequency; executing a second instance of the video game at thesecond device, wherein a second plurality of frames is garnered based onthe second plurality of VSYNC signals; sending a first plurality oftiming signals from the first device to the second device; and adjustingrelative timing between the first plurality of VSYNC signals and thesecond plurality of VSYNC signals based on the first plurality of timingsignals, wherein each of the first instance of the video game and thesecond instance of the video game is each operating in a multi-playermode.
 2. The method of claim 1, further comprising: sending a firstplurality of controller input information and first state data from thefirst device to the second device for use when executing the secondinstance of the video game, wherein the first state data defines a firststate of a first game play of the video game associated with executionof the first instance; and sending a second plurality of controllerinput information and second state data from the second device to thefirst device for use when executing the first instance of the videogame, wherein the second state data defines a second state of a secondgame play of the video game associated with execution of the secondinstance.
 3. The method of claim 1, further comprising: sending a secondplurality of timing signals from the second device to the first device;and adjusting the relative timing based on the first plurality of timingsignals and the second plurality of timing signals.
 4. The method ofclaim 1, wherein the adjusting the relative timing includes: determininga first apparent frequency of the first plurality of VSYNC signals basedon timestamps associated with generation of the first plurality of VSYNCsignals included with the first plurality of timing signals; andincreasing or decreasing a second apparent frequency of the secondplurality of VSYNC signals to match the first apparent frequency.
 5. Themethod of claim 1, further comprising: synchronizing display of thefirst plurality of frames and display of the second plurality of framessuch that a first game play associated with the first instance and asecond game play associated with the second instance are aligned in amulti-player gaming session.
 6. The method of claim 5, furthercomprising: displaying the first plurality of frames at a first displayassociated with the first device based on the first plurality of VSYNCsignals; and displaying the second plurality of frames at a seconddisplay associated with the second device based on the second pluralityof VSYNC signals.
 7. The method of claim 1, configuring the first deviceand the second device in a peer-to-peer configuration.
 8. Anon-transitory computer-readable medium storing a computer program forperforming a method, the computer-readable medium comprising: programinstructions for setting a first plurality of VSYNC signals at a firstdevice to a selected frequency; program instructions for executing afirst instance of a video game at the first device, wherein a firstplurality of frames is generated based on the first plurality of VSYNCsignals; program instructions for setting a second plurality of VSYNCsignals at a second device to the frequency; program instructions forexecuting a second instance of the video game at the second device,wherein a second plurality of frames is garnered based on the secondplurality of VSYNC signals; program instructions for sending a firstplurality of timing signals from the first device to the second device;and program instructions for adjusting relative timing between the firstplurality of VSYNC signals and the second plurality of VSYNC signalsbased on the first plurality of timing signals, wherein each of thefirst instance of the video game and the second instance of the videogame is each operating in a multi-player mode.
 9. The non-transitorycomputer-readable medium of claim 8, further comprising: programinstructions for sending a first plurality of controller inputinformation and first state data from the first device to the seconddevice for use when executing the second instance of the video game,wherein the first state data defines a first state of a first game playof the video game associated with execution of the first instance; andprogram instructions for sending a second plurality of controller inputinformation and second state data from the second device to the firstdevice for use when executing the first instance of the video game,wherein the second state data defines a second state of a second gameplay of the video game associated with execution of the second instance.10. The non-transitory computer-readable medium of claim 8, furthercomprising: program instructions for sending a second plurality oftiming signals from the second device to the first device; and programinstructions for adjusting the relative timing based on the firstplurality of timing signals and the second plurality of timing signals.11. The non-transitory computer-readable medium of claim 8, wherein theprogram instructions for adjusting the relative timing includes: programinstructions for determining a first apparent frequency of the firstplurality of VSYNC signals based on timestamps associated withgeneration of the first plurality of VSYNC signals included with thefirst plurality of timing signals; and program instructions forincreasing or decreasing a second apparent frequency of the secondplurality of VSYNC signals to match the first apparent frequency. 12.The non-transitory computer-readable medium of claim 8, furthercomprising: program instructions for synchronizing display of the firstplurality of frames and display of the second plurality of frames suchthat a first game play associated with the first instance and a secondgame play associated with the second instance are aligned in amulti-player gaming session.
 13. The non-transitory computer-readablemedium of claim 12, further comprising: program instructions fordisplaying the first plurality of frames at a first display associatedwith the first device based on the first plurality of VSYNC signals; andprogram instructions for displaying the second plurality of frames at asecond display associated with the second device based on the secondplurality of VSYNC signals.
 14. The non-transitory computer-readablemedium of claim 8, program instructions for configuring the first deviceand the second device in a peer-to-peer configuration.
 15. A computersystem comprising: a processor; memory coupled to the processor andhaving stored therein instructions that, if executed by the computersystem, cause the computer system to execute a method, comprising:setting a first plurality of VSYNC signals at a first device to aselected frequency; executing a first instance of a video game at thefirst device, wherein a first plurality of frames is generated based onthe first plurality of VSYNC signals; setting a second plurality ofVSYNC signals at a second device to the frequency; executing a secondinstance of the video game at the second device, wherein a secondplurality of frames is garnered based on the second plurality of VSYNCsignals; sending a first plurality of timing signals from the firstdevice to the second device; and adjusting relative timing between thefirst plurality of VSYNC signals and the second plurality of VSYNCsignals based on the first plurality of timing signals, wherein each ofthe first instance of the video game and the second instance of thevideo game is each operating in a multi-player mode.
 16. The computersystem of claim 15, the method further comprising: sending a firstplurality of controller input information and first state data from thefirst device to the second device for use when executing the secondinstance of the video game, wherein the first state data defines a firststate of a first game play of the video game associated with executionof the first instance; and sending a second plurality of controllerinput information and second state data from the second device to thefirst device for use when executing the first instance of the videogame, wherein the second state data defines a second state of a secondgame play of the video game associated with execution of the secondinstance.
 17. The computer system of claim 15, the method furthercomprising: sending a second plurality of timing signals from the seconddevice to the first device; and adjusting the relative timing based onthe first plurality of timing signals and the second plurality of timingsignals.
 18. The computer system of claim 15, wherein in the method theadjusting the relative timing includes: determining a first apparentfrequency of the first plurality of VSYNC signals based on timestampsassociated with generation of the first plurality of VSYNC signalsincluded with the first plurality of timing signals; and increasing ordecreasing a second apparent frequency of the second plurality of VSYNCsignals to match the first apparent frequency.
 19. The computer systemof claim 15, the method further comprising: synchronizing display of thefirst plurality of frames and display of the second plurality of framessuch that a first game play associated with the first instance and asecond game play associated with the second instance are aligned in amulti-player gaming session.
 20. The computer system of claim 19, themethod further comprising: displaying the first plurality of frames at afirst display associated with the first device based on the firstplurality of VSYNC signals; and displaying the second plurality offrames at a second display associated with the second device based onthe second plurality of VSYNC signals.